50 NG Patrol Armor (new) A very light armor in the style of fatigues or jumpsuit with a distinctive “open-face” helmet. It has concealed M.D.C. polycarbonate plates and padding within the fabric of the uniform in the chest, abodmen, arms, legs, elbows and knees. Patrol armor is designed for use as a uniform by military companies, militias, police forces and motorcycle cops/highway patrol. As a result, it has a military styling and comes in a wide variety of colors. Custom striping, marks, patches and details can be had for an extra, reasonable cost. The open faced, padded helmet comes in a few different but similar styles, and offers good protection to the head. A plastic visor comes with the helmet (4 M.D.C.) to protect the face, but few ever seem to use it. The face is open because research has proven civilians feel more connected and comfortable with police officers and militia forces when they can see the face of the officer. A full EBA suit with helmet is not worn on the streets of most civilized towns and cities when dealing with civilians and low-level criminals. Weight: 10 lbs (4.5 kg). Mobility: Excellent mobility, no movement penalties. M.D.C. by Location: Helmet – 20 Arms – 14 each Legs – 18 each Main Body – 32 Note: This is not full environmental armor and does not have a cooling system or independent oxygen supply. Cost: 15,500 credits; good to excellent availability. Extremely popular amongst militias, law enforcement and mercenary companies. NG Range Rider Riding Armor Another light body armor designed specifically with western females and riders in mind is the Range Rider. Like the Maverick armor, the entire body, arms and legs are covered in a light padded armor, with the lower body designed as “pants” for greater maneuverability on horseback. For a touch of the feminine, a leather skirt, opened in the front, hangs from the waist, and the upper body is tapered and fitted to show the waist and bosom. The upper chest and shoulders are covered by light polycarbonate and ceramic plates, with reinforced ceramic scale plates to protect the abdomen. The boots are reinforced with Mega-Damage plating that protects both the lower legs and knees, and concealed plates also protect the thighs. Comes standard with an M.D.C. cowboy hat, felt or leather, with a Mega-Damage polycarbonate cap/top section. A full helmet (typically Bushman or Vaqueros helmet) is optional for an extra 6,000 credits (35 or 45 M.D.C. respectively). Weight: 10 lbs (4.5 kg). Mobility: Excellent mobility, no movement penalties. M.D.C. by Location: Head/Hat – 10 (optional helmet 35) Arms – 12 each Legs – 15 each Main Body – 30 Note: This is not full environmental armor and does not have a cooling system or independent oxygen supply. Cost: 15,000 credits (a bit higher priced than the Maverick, because one is paying for style); good to excellent availability. Extremely popular. Robot Command Armor (new) Robot Command armor was designed specifically with robot pilots in mind. RC is fairly heavily armored, with full ceramic chest and abdomen plating, shoulder plating and helmet. However, the arms and legs are protected by M.D.C. fabric and padding for easy movement of the arms, hands, legs and feet for piloting combat robots and other armored vehicles. Pilots love RC armor and have praised Northern Gun for “getting it right.” Helmets and armor come in a few different, but similar stylings. Weight: 18 lbs (8.1 kg). Mobility: Excellent; no penalty to piloting skills, -5% to Climb, Rappel, Prowl, perform Acrobatics and similar physical skills/ performance, but -10% to Swimming.
51 M.D.C. by Location: Helmet – 35 Arms – 11 each M.D.C. by Location: Head/Helmet – 35 Arms – 25 each Legs – 40 each Main Body – 50 Note: This is not full environmental armor and does not have a cooling system or independent oxygen supply. Cost: 28,000 credits. NG A8 Scout Armor Based on the popular Huntsman design of light body armor, Northern Gun’s NG-A8 Scout Armor is a lightweight armor suit that provides improved protection. This additional protection comes without sacrificing mobility, making it an ideal choice for Wilderness Scouts, Psi-Stalkers, Juicers, Assassins, Thieves and operatives in urban settings. Sales of the Scout Armor have been high and its popularity has eclipsed similar suits, such as the Plastic-Man and Huntsman. Weight: 12 lbs (5.4 kg). Mobility: Excellent mobility; -5% to Climb, Prowl, Swim, perform Acrobatics and similar physical skills/performance. NG-A10 Soldier Body Armor A plain, non-environmental, but nonetheless robust suit of body armor manufactured for issue to Ishpeming military forces as well as for export. The lightweight suit consists of composite armor plates strapped over a flexible, padded body suit that closely resembles Bushman armor. NG-A10 armor comes in an olive drab color, with no markings, and is fairly popular for its combination of mobility and protection. In addition to the standard human-sized model, Northern Gun manufactures the NG-A10 armor in giant sizes that are big enough to fit large humanoids like Grackle Tooth, Brodkil, Ogres, Trolls and others. The larger suit has increased protection (with a main body of 110 M.D.C., increase all other M.D.C. locations by +20), but reduces mobility (an additional -5% penalty to Climb, Prowl and similar physical skills). Weight: 18 lbs (8 kg), 44 lbs (20 kg) for giant-size. Mobility: Good mobility; -10% to Climb, Prowl, Swim, perform Acrobatics and similar physical skills/performance. M.D.C. by Location: Head/Helmet – 50 Arms – 35 each Legs – 45 each Main Body – 72 Note: This is not full environmental armor and does not have a cooling system or independent oxygen supply. Cost: 36,000 credits. Giant-size suits cost 50,000-75,000 credits depending on the actual size. Legs – 14 each Main Body – 55 Note: This is not full environmental armor and does not have a cooling system. Special Command Helmet: The RC helmet comes with a builtin-short-range two-way radio (5 mile/8 km range), language translator, radiation detector, HUD (Heads-Up Display), lightsensitive, polarized tinted visor (darkens and lightens depending on conditions), air filter and an 8 minute independent oxygen supply for emergencies. Cost: 25,500 credits; good to excellent availability. Extremely popular amongst robot and combat pilots, explorers and adventurers.
52 NG Environmental Body Armor Anti-Ballistic Armor The NG-A12 is an experimental armor developed independently by a Northern Gun engineer named Burt Turner. It is quite a departure from NG’s usual line of body armor and still considered experimental. This armor is a normal environmental suit except that it provides tremendous protection from kinetic energy attacks. When a punch, bullet or explosive blast strikes the suit, a loose outer mantle dissipates the force over the entire body armor. This diminishes the attack’s penetrating power of the impact or explosion and thereby reduces damage to the suit; damage from all kinetic attacks is reduced by half. There is a further safeguard incorporated into the suit to protect pilots from crashes and falls: The air inside the suit is highly pressurized to form a protective cushion or layer around the wearer. This air cushion absorbs the majority of the impact from falls and crashes – the person inside takes only twenty percent of the regular amount of damage! An additional benefit of the pressurized air is that it prevents gases, toxins and germs from entering the armor even when it has been breached. This body armor comes in olive green, tan, white, grey and camouflage with no additional markings. Different colors, logos, and insignias cost extra (anywhere from a couple thousand credits to as much as 12,000 for really elaborate custom jobs). Weight: 25 pounds (11.25 kg). Mobility: Fair mobility; -10% to Climb and -15% to Prowl, perform Acrobatics and similar physical skills/performance. M.D.C. by Location: Head/Helmet – 40 Arms – 35 each Legs – 45 each Main Body – 80 Special Feature: Impact Absorbing Systems: Armor takes half damage from all kinetic attacks, including punches, kicks, falls, impact damage, and explosions. If the character also manages to roll with impact/fall, damage is reduced by half again. Also, the character wearing the armor suffers only 20% of the usual damage from falls and crashes. Anti-Ballistic Armor Aquatic – Bullfrog EBA Aquatic – Deep Zone Walker EBA Aquatic – Mud-Skipper EBA Buffalo Riding EBA Bushman Composite EBA Bushman Trooper EBA Crusader EBA Explorer EBA Gladiator EBA Mega-Juicer Combat EBA Peacekeeper EBA Plastic-Man Light EBA Stalker Suit Titan Plate Armor Trekker Pilot EBA Vibro-Spike Juicer EBA Urban Warrior Light EBA Features Common to All Northern Gun EBA There are several different manufacturers and types of M.D.C. body armor, from light padded armor to full environmental armor. All come in a variety of different styles but most share common traits. The features listed are standard to ALL Northern Gun EBAs (environmental body armors). ! Fully environmental body armor will have a minimum of 30 M.D.C. for the main body; 45-90 M.D.C. being the most common range for medium to heavy EBAs among most manufacturers. Only the military grade body armor of the Coalition States, Free Quebec, Triax and a few others (as well as unearthly and magical armors) exceeds 100 M.D.C. For most manufacturers, armor with a main body greater than 100 M.D.C. crosses the line into power armor. ! An EBA is an enclosed environmental system contained within battle armor that keeps out water, gases, smoke, dust and impurities, offering protection in most hostile environments, including underwater. Maximum depth tolerance is 350 feet (107 m), unless stated otherwise. ! All EBAs have a computer controlled life support system with regulated internal cooling and temperature control, artificial air circulation systems, gas filtration, and humidifier. Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Five hour oxygen supply. ! Insulated, high temperature resistant shielding for up to 200 degrees centigrade (392 F). Normal fires do no damage. Nuclear, plasma, magical and all Mega-Damage fires do full damage. ! Minimal, basic radiation shielding. ! Polarized and light sensitive/adjusting tinted visor. ! Directional, short-range radio built into the helmet. Range is 5-10 miles (8-16 km). Most have a HUD (Heads-Up Display) system that appears on the visor. ! Helmet face plate or visor is removable in many cases. Other times, the entire helmet adjusts to be removed completely, like a 20th Century motorcycle helmet. ! Modular connectors and clamps on the back are standard for NG environmental body armor. This is for the addition of a jet pack, other types of backpacks, ammo drums and other gear. ! Movement Penalties: -5% in light full armor, -10% in medium armor, and -15% to -20% in heavy types of armor. Full armor impairs mobility and inflicts a penalty on Physical skills such as Acrobatics, Climbing, Gymnastics, Prowl, Pick Pockets, Swimming and similar.
53 Cost: 61,000 credits. Fair availability. Despite high hopes for this innovative armor, it has yet to win over the consumer. Life is cheap, so most city-state militias, mercenary companies and nations continue to buy comparatively inexpensive traditional EBA. It is one of the few armors not allowed in the Robodome. Mobility Penalties: Fair mobility; -10% to Climb, Prowl, perform Acrobatics and similar physical skills/performance; no penalty for Swimming. Mobility Bonuses: +6 to swimming Spd while wearing the armor. Maximum Depth Tolerance is 500 feet (152 m) in Bullfrog EBA. M.D.C. by Location: Aquatic – Bullfrog Combat & Exploration EBA The A25 “Bullfrog” is basically a high-tech, armored diving suit. It is a full environmental suit that combines M.D.C. fabric and padding with a considerable amount of exterior armor. So much so, that it is sometimes confused with power armor. The ceramic and polymer armor plating covers the lower legs, feet, knees, thighs, belly, chest, forearms and shoulders. The helmet completely encloses the head and has a spotlight on top for seeing in dark and murky water. The Bullfrog also has built-in extendable fins for swimming, water seals that keep the user dry, and plugs in the feet and hands that can be opened on land to let the armor drain itself should the water seals fail. The Bullfrog has been adopted by naval forces, sailors, privateers, pirates, amphibious warfare specialists, explorers, underwater salvage operations and others operating in the Great Lakes and out to sea. Weight: 24 pounds (10.8 kg). Head/Helmet – 40 Arms – 25 each Legs – 45 each Oxygen Backpack – 40 Main Body – 75 Special Features: 1. Depth Guage: Built-in depth gauge and compass. An audible and visual warning sounds when the body armor comes within 120 feet (37 m) of its maximum limit. There is a similar warning if the air supply is running low or becomes compromised from a leak. 2. Helmet Spotlight: 100 foot (30.5 m) range underwater, double on the surface. 3. Built-In Radio: Range is about five miles (8 km) underwater. 4. Vital Signs Monitor: An integral, miniature life signs monitor built into the suit that monitors the wearer’s heart rate, blood pressure, respiration, body temperature and other vital signs. It is tuned to the specific life signs of the armor’s owner, so that if these drop below registered norms, the system automatically sends a distress message to teammates and advises the diver to begin his assent to the surface. 5. Vibro-Knife in Scabbard: A Vibro-Knife (1D6 M.D.) is a standard piece of equipment stowed above one of the shoulders. 6. Air Tanks and Circulation System: 12 hours of air; double if inactive or very light activity. Maximum depth tolerance is 500 feet (152 m) in Bullfrog EBA. Cost: 62,000 credits. Fair availability. Aquatic – Deep Zone Walker Deep Sea EBA The Deep Zone Walker is an aquatic EBA designed for deep sea research and exploration. It can handle depths up to one mile (1.6 km) and has a flotation ballast system that lets the armor slowly rise to the surface without fear of its wearer getting the bends. The Zone Walker is exactly that, an EBA that can walk along the bottom of lakes, rivers and sea floors. It cannot swim and does not have a propulsion system, which means it must slowly drop to the bottom of the sea where it walks along and explores, or needs to be “dropped off” via submersible. Weight: 41 pounds (18.5 kg). Mobility Penalties: Poor mobility; -15% to Climb, Prowl, perform Acrobatics and similar physical skills/performance; -30% to Swim. Mobility Bonuses: Maximum depth tolerance is one mile (1.6 km). M.D.C. by Location: Head/Helmet – 40 Arms – 45 each Legs – 60 each Oxygen Backpack – 40 Main Body – 90 Special Features: 1. Depth Guage: Built-in depth gauge and compass. An audible and visual warning sounds when the body armor comes within 120 feet (37 m) of its maximum limit. There is a similar
54 warning if the air supply is running low or becomes compromised from a leak. 2. Helmet Light: A long band above the forehead lights up the area ahead 30 feet (9.1 m). A handheld spotlight is often part of the gear; it has a 100 foot (30.5 m) range underwater, double on the surface. 3. Built-In Radio: Range is about five miles (8 km) underwater. 4. Vital Signs Monitor: An integral, miniature life signs monitor built into the suit that monitors the wearer’s heart rate, blood pressure, respiration, body temperature and other vital signs. It is tuned to the specific life signs of the armor’s owner, so that if these drop below registered norms, the system automatically sends a distress message to teammates and advises the diver to begin his assent to the surface. 5. Vibro-Knife in Scabbard: A Vibro-Knife (1D6 M.D.) is a standard piece of equipment stowed above one of the shoulders. 6. Air Tanks and Circulation System: 12 hours of air; double if inactive or very light activity. Maximum Depth Tolerance is one mile (1.6 km). Cost: 65,000 credits. Poor availability. Aquatic – Mud-Skipper Diving EBA The Mud-Skipper is an armored SCUBA wet suit that offers good protection and good flexibility of movement. It also incorporates an emergency flotation device that prevents drowning. With the press of a button, the floation device slowly draws the diver to the surface and continues to float on the water’s surface until rescue comes or the system is turned off. As soon as the flotation mechanism is activated, a homing beacon also activates. Like the Bullfrog, it has built-in extendable fins for swimming, water seals that keep the user dry, and plugs in the feet and hands that can be opened on land to let the armor drain itself should the water seals fail. Weight: 18 pounds (8 kg). Mobility Penalties: Good mobility; -5% to Climb, Prowl, perform Acrobatics and similar physical skills/performance; no penalty for Swimming. Mobility Bonuses: +3 to swimming Spd while wearing the armor. Maximum Depth Tolerance is 220 feet (67 m) in Mud-Skipper EBA. M.D.C. by Location: Head/Helmet – 20 Arms – 18 each Legs – 35 each Oxygen Backpack – 20 Main Body – 50 Special Features: All the usual EBA features, plus the following. 1. Air Tanks and Circulation System: 8 hours of air; double if inactive or very light activity. Maximum depth tolerance is 220 feet (67 m). Cost: 37,000 credits. Fair availability. Buffalo Riding EBA A heavy environmental body armor designed specifically with gunmen and western adventurers (and bandits) in mind. It has a padded groin area, with a front plate to protect the privates, which
55 makes for easy and comfortable horseback riding. The entire upper body, abdomen, chest, and shoulders are covered in heavy plates, while the forearms are protected by light polycarbonate vambraces that imitate a “wrapped” rawhide look. The lower legs are covered with heavy padded armor, and small, concealed thigh plates, underneath Indian style rawhide pants. The armor gets its name from the helmet, which has large, round tinted lenses for seeing (rather than a visor) and a big, shaggy, black mane like a buffalo. The lower mouth and chin portion of the suit can be removed and replaced as desired. Weight: 18 1bs (8 kg). Mobility: Good to fair mobility, -5% to Climb and -10% to Prowl, Swim, Acrobatics and similar physical skills/performance. M.D.C. by Location: Cost: 32,000 credits; good to excellent availability. A favorite of men-at-arms, explorers and adventurers, as well as bandits, pirates and raiders. Bushman Trooper EBA At a quick glance, the Bushman Trooper looks exactly like the Bushman. It is only when looking at them standing side by side that you can see that the armor of the Trooper is a bit bulkier and thicker, especially the Main Body (90 M.D.C.). Weight: 21 1bs (9.5 kg). Mobility: Fair mobility, -15% to Climb, Prowl, Swim, Acrobatics and similar physical skills/performance. M.D.C. by Location: Head/Helmet – 40 Arms – 30 each Legs – 28 each Main Body – 65 Cost: 32,000 credits; good to excellent availability. Extremely popular amongst Bandits, Highwaymen, Saddle Tramps and adventurers. Bushman Composite EBA The Bushman is one of Northern Gun’s most popular EBAs ever released. It has a sleek, modern look, and good mobility without sacrificing M.D.C. protection. It is made of lightweight M.D.C. fabric, padding, Kevlar, and plate composite armor. The armor comes in a vast range of shades of blue, green, grey, tan, red, white, black, and camouflage. Custom colors, paint designs and markings are also available for 1,000-4,000 credits additional. Weight: 17 1bs (7.6 kg). Mobility: Good to fair mobility, -10% to Climb, Prowl, Swim, Acrobatics and similar physical skills/performance. M.D.C. by Location: Head/Helmet – 50 Arms – 30 each Legs – 55 each Main Body – 60 Head/Helmet – 50 Arms – 32 each Legs – 57 each Main Body – 90 Cost: 46,000 credits; good to excellent availability. A favorite of men-at-arms, mercs, Headhunters, Bandits, Pirates, Raiders and Adventurers. Crusader EBA As the name implies, this full suit of body armor resembles the knights of ancient Earth clad in full plate armor. There are a few different “knight” styles of Crusader armor, and scores of different accents and highlights that can make surprisingly dramatic changes in appearance. This is especially true of elbow, knee and shoulder guards (there are dozens to pick from), as well as a number of different helmets and dozens upon dozens of decorative frills involving horns, spikes, fins, studs, chain, faceplates, visors, neck-guards, vambraces, ribbing and other decorations. Despite what an individual Crusader EBA might look like, they all have the same basic stats and common features. One of which includes a chain mail skirt (short or long) made of M.D.C. materials that provides additional protection to the groin area. Recent fashion
56 Weight: 20 lbs (9 kg). Mobility: Good to fair, -5% to Climb and Swimming, -12% to Prowl, Acrobatics, Gymnastics and other Physical skills. M.D.C. by Location: Helmet – 50 Arms – 20 each Legs – 25 each Main Body – 70 Cost: 28,000-34,000 credits. When it was originally released in 99 P.A. it sold for 45,000 credits, but today, new suits of Explorer armor retail for much less, and previously owned suits (minus 1D4x10% of its M.D.C.) sell for 16,000-20,000 credits. has provided a traditional knight’s surcoat and even the helmet is often designed to resemble the European knights of old. Weight: 24 1bs (10.8 kg). Mobility: Fair mobility, -15% to Climb, Prowl, Swim, Acrobatics and similar physical skills/performance. M.D.C. by Location: Head/Helmet – 50 Arms – 30 each Legs – 50 each Main Body – 95 Cost: 55,000 credits; good to excellent availability. A favorite of Cyber-Knights, Lynn-Srial, certain men-at-arms, some lawmen, and self-styled heroes who see themselves as knights of a new age. It also appeals to Brodkil and other demons, certain D-Bees and those who see themselves as “black knights,” royalty and renegades. Gladiator EBA One of the most popular medium-weight, full environmental suits on the market. The body armor utilizes a new super lightweight fiber armor that resembles chain mail and light plates of armor for the chest and other strategic locations. The suit offers excellent mobility and equally excellent physical protection. The fiber skirt is standard for both the male and female suit and provides additional protection to the groin area. It comes in a vast array of colors and styles that range from ancient Earth’s Roman style armors and helmets to a somewhat European and modern appearance. Weight: 21 1bs (9.5 kg). Mobility: Good to fair mobility, -10% to Climb, Prowl, Swim, Acrobatics and similar physical skills/performance. M.D.C. by Location: Head/Helmet – 45-50 Arms – 25 each Legs – 45 each Main Body – 70 Cost: 38,000 credits; good to excellent availability. A favorite of gladiators, many men-at-arms, mercs, bandits, pirates, raiders and adventurers. Explorer EBA A heavy padding, Kevlar and ceramic plate composite armor, it has proven popular for more than a decade among explorers, mercs, adventurers, bandits and pirates. It was one of the first to be designed for quick and easy attachment of a jet pack or other backpack directly to the armor. The Falcon 300 jet pack is the ideal attachment although the Wilk’s jet pack is also quite popular. The armor comes in green, gray, tan, brown, white, black and camouflage.
57 Mega-Juicer Combat EBA The design is very heavy, and only characters with Supernatural strength like the Mega-Juicer, after which it is named, or a normal P.S. of 30+, Augmented P.S. of 25+ or Robotic P.S. of 21 or higher, can wear it without major penalties. Other than its weight, however, the armor is extremely flexible and offers excellent mobility for those who can wear it. Weight: 90-110 pounds (40.5 to 49.5 kg) depending on the individual. Mobility (varies): Fair to poor depending on the wearer. For those with sufficient P.S., the penalty is -10% to Prowl, and -5% to Climb, Swim, or to the performance of Acrobatics and Gymnastics skills. Also, reduce speed by 10%. Weaker characters (but no less than P.S. 24 normal or 16 Supernatural P.S.) are -25% to Prowl, and -15% to Climb, Swim, or to perform Acrobatics and Gymnastics skills. Also, reduce speed by 30%. Characters weaker than P.S. 24 (normal) or 16 P.S. (Supernatural) cannot move while wearing the armor! M.D.C. by Location: Helmet – 30 (light) or 50 (heavy). Arms – 45 each Legs – 55 each Main Body – 130 Cost: 65,000 for the full environmental suit. (43,000 credits for the standard non-environmental version, and 10 lbs/4.5 kg lighter). Peacekeeper Body Armor The Peacekeeper is a modular design that can be quickly altered to best accommodate the situation. The armor is primarily marketed to law enforcement personnel and military police, but can be used by anyone. Here’s how it works. For routine calls and patrols, a lawman needs only a basic, light Mega-Damage suit which offers good mobility and reasonable protection against all S.D.C. weapons and light Mega-Damage attacks. However, when an intense tactical situation arises, additional, modular armor plating can be rapidly attached to the basic structure, augmenting the armor in a matter of seconds. It takes 1D4 melee actions to effectively double the suit’s Mega-Damage capacity. The Peacekeeper armor also features a built-in bio-computer monitoring system that not only alerts the lawman to his physical condition, but is also capable of transmitting the officer’s vital signs to a mobile or regional command center/police station. This device continually monitors the life signs of the person wearing the armor and, if anything goes wrong, it is linked to the internal radio and automatically sends a request for backup and homing beacon in case the officer is rendered unconscious or vitals indicate severe bodily injury or removal of the armor. The overall high quality and special monitoring features have made Peacekeeper armor very popular with lawmen and police departments throughout North America, but also among Rogue Scientists and explorers out in the field. Weight: 16 pounds (7.2 kg); the additional tactical armor plating adds a further 11 lbs (5 kg) to the overall weight. Mobility: Good for light armor; -5% to Climb, Prowl, perform Acrobatics and similar physical skills/performance. The heavier and bulkier tactical armor increases the penalties to -15%. M.D.C. by Location: Note that the number in parentheses is the total M.D.C. when the tactical add-on armor is attached. Head/Helmet – 50 Arms – 25 basic (increases to 50) each. Legs – 30 basic (increases to 55) each. Main Body – 40 basic (increases to 85).
58 Special Features: 1. Built-In Radio: Range is about 12 miles (19 km) in city environments and 30 miles (48 km) in the wilderness; a signal booster can increase that range by 50% at a cost of 5,000 credits. 2. Vital Signs Monitor: An integral, miniature life signs monitor built into the suit that monitors the wearer’s heart rate, blood pressure, respiration, body temperature and other vital signs. It is tuned to the specific life signs of the armor’s owner, so that if these drop below registered norms, the system automatically sends a request for backup using the internal radio to other officers or a mobile command center, the police department, army garrison, etc; all calls are routed to a designated location or monitoring unit. Cost: 40,000 credits, including one monitoring unit built into a briefcase-sized portable carrying case. Previously owned armor sells for 28,000-34,000 credits. Stalker Suit The Stalker Suit is an experimental creation from Northern Gun designed for infiltration, sabotage and other covert operations. State of the art, Mega-Damage polymer woven fabrics and thermal disruption technology are used in the production of this skin-tight, black body suit. It provides the wearer with limited protection against Mega-Damage weapons, but does not restrict movement in any way (no penalties to Swim, Climb, Prowl, etc.). Stalker body suits are skin-tight, with minimal strategic M.D.C. reinforced plates and padding. The Stalker Suit can be worn underneath regular clothing or body armor. When an EBA helmet is connected with the Stalker suit and a life-support backpack with air circulation system and oxygen supply (2 hours) is attached on the back, it becomes a full environmental suit. The suit is ideal for spies, assassins, thieves and undercover operatives and is very popular in such circles. Weight: 3 lbs (1.35 kg). Mobility: Excellent, no penalties to Climb, Prowl, Swim or perform any other physical activities. M.D.C. by Location: Head – as per helmet, typically something light – 30 or 35 Arms – 5 each Legs – 7 each Main Body – 12 The Stalker spy suit covers the entire body, except for the head; a separate helmet is suggested. Special Feature: Thermal Reduction. The fabric and strategic padding of the Stalker Suit is specially designed to dissipate the wearer’s IR heat signature, making him more difficult to detect with thermal imagers and similar heat detection equipment. All attempts to detect the Stalker Suit with thermal systems suffer a penalty of -20% to the Sensory Equipment skill. Plastic-Man EBA The Plastic-Man is one of Northern Gun’s first EBAs and it remains popular, especially in urban settings, including the ‘Burbs. It offers decent protection and mobility, and is a lightweight, inexpensive armor made of M.D.C. fabric and polycarbonate plates. Weight: 13 pounds (5.8 kg). Mobility: Good mobility, -10% to Climb, Prowl, Swim, Acrobatics and similar physical skills/performance. M.D.C. by Location: Head/Helmet – 30 Arms – 15 each Legs – 22 each Main Body – 35 Cost: 18,000 credits; excellent availability. A favorite of City Rats, explorers, Operators, technicians, lawmen and adventurers.
59 Cost: Retail price is supposed to be 11,100 credits. However, availability of this suit is poor outside of Ishpeming, and given the fact that it can be worn under other, conventional armor or clothing as a sort of M.D.C. undergarment, the Stalker Suit often sells for two times more. It should be noted that many people find the Stalker Suit to feel too tight and constrictive and do not care for it. Even those familiar with the suit need 1D4+2 minutes to suit up or disrobe from it. Popular among pilots of all kinds, scientists, medical personnel and explorers, as well as special forces, assassins, spies and cat-burglars. of 21-29, the character is -15% to Prowl, and -5% to Climbing, Swimming, or the performance of Acrobatics and Gymnastics skills; reduce Spd by 10%. Sufficient Strength: If the character’s strength is a normal P.S. of 25-39, Augmented P.S. of 22-29, Robot P.S. of 19-24, or Supernatural P.S. 15-20, the character is -30% to Prowl, and -15% to Climbing, Swimming, Acrobatics, Gymnastics and similar skills; reduce Spd by 40%. Weak Strength: Less than above, the character cannot move while wearing the armor. M.D.C. by Location: Helmet – 50 (light) or 70 (heavy). Arms – 50 each Legs – 60 each Main Body – 195 Cost: 110,000 for the full environmental suit. 85,000 credits for a non-environmental version of the armor which is 10 lbs (4.5 kg) lighter. Note: With the now defunct UTI (Ultra-Tech Incorporated) gone, only Northern Gun makes and sells this armor. The Black Market offers a similar looking non-environmental version, but it has 20% less M.D.C. across the board. Titan Plate Armor Titan plate armor is specifically designed for the large and massively muscular Titan Juicer, though it can also be used by giant-sized D-Bees (8 to 12 feet/2.4 to 3.6 m tall), including the Grackle Tooth. The armor consists of thick, heavy plates built with the same alloys used for power armor suits and cyborg body armor. They provide the wearer with excellent protection, but at the cost of considerable weight and reduction of mobility. It is a sacrifice most are willing to make, because a Titan Juicer wearing this armor is almost as well protected as a soldier in power armor. A Juicer, of course, would never use power armor because it is an insult to his own chemical augmentation; some might say his very existence. Titan armor is very heavy. Only individuals larger than mansize (8-12 feet/2.4 to 3.7 m) and possessing great strength can wear it without serious penalties. Other than its weight, however, the armor is extremely flexible and offers excellent mobility for those who can wear it. Weight: 200-250 pounds (90 to 112.5 kg) depending on the size of the individual. Mobility (varies): Fair to poor depending on the wearer. Supernatural P.S. 30+: -5% to Prowl is the only penalty. Great Strength: For wearers with a normal P.S. of 40+, Augmented P.S. of 30+, Robotic P.S. of 25+ or a Supernatural P.S. Trekker Pilot EBA (New) Trekker environmental armor was designed specifically with explorers, hovercycle pilots, cargo haulers and pilots in mind. It is a nice blend of mobility and armor, with good protection for the chest and abdomen, plus plating for the shoulders. The arms and legs are protected by M.D.C. fabric, padding and light, concealed polycarbonate plating legs. Movement of the arms, hands, legs and feet is reasonably unencumbered for piloting trucks, hovercycles and other vehicles, and just as good for traveling on horseback or by foot. To provide superior range of normal vision, the faceplate on the helmet is a clear visor. Weight: 18 lbs (8.1 kg).
60 Mobility: Good; no penalty to piloting skills, -5% to Climb, Rappel, Prowl, perform Acrobatics and similar physical skills/performance, but -10% to Swimming. M.D.C. by Location: applicable). S.D.C./Hit Point damage does not count against M.D.C. opponents, so characters who do not inflict M.D. only do the damage listed below. When the Vibro-feature is turned off, the damage listed is S.D.C. Spike Punch – 1D4 M.D. Backhand Strike (with the long spikes of the forearm) – 2D4 M.D. Head Butt – 1D6 M.D. Knee Strike – 2D4 M.D. Kick – 1D4 M.D. Leap Kick – 2D4 M.D. Body Slam/Tackle Attack – 2D6 M.D. Power Slam – 4D6 M.D., but counts as two attacks. Duration: The Vibro-Field for the spikes lasts one hour per EClip. Cost: 65,000 credits for a full environmental body armor. A nonenvironmental version used to be available with a Main Body of 50 M.D.C., but it has been discontinued since autumn 105 P.A. Legs – 22 each Main Body – 50 Urban Warrior Light EBA A lightweight body armor that has been popular with adventurers and many city law enforcement officers for over a decade. This armor is a full body suit with special flexible padding and strategic placement of light metal plates. Nowadays, the armor comes in a vast array of colors, with custom colors, paint and detailing available at reasonable prices. Weight: 11 pounds (5 kg). Mobility: Excellent mobility, -5% to Climb, Prowl, Swim, Acrobatics and similar physical skills/performance. M.D.C. by Location: Helmet – 25 Arms – 16 each Cost: 30,500 credits; good to excellent availability. Extremely popular amongst Operators, Wilderness Scouts, Vagabonds, traveling merchants, explorers, adventurers and pilots of all kinds. Vibro-Spike Juicer EBA This type of armor is very popular amongst Juicers who participate in combat sports like Juicer Football and Murderthon. The spikes are made of M.D.C. materials and are Vibro-Blades, which can chip away at M.D.C. armor and injure M.D.C. creatures. This is a full Environmental Body Armor with spikes that are Vibro-Blades powered by an E-Clip. Weight: 25 pounds (11 kg). Mobility (varies): Good; only -5% to Prowl, Climb, Swim, Acrobatics, Gymnastics and similar skills. Double the penalties and reduce Spd by 20% when traveling through any woodland or underbrush and bramble, as the spikes snag and catch on every piece of vegetation more than two feet (0.6 m) tall. Moreover, if the wearer is not careful, he can damage the armor, hurt himself or worse, injure an innocent bystander by carelessly brushing, bumping or hitting, that person. This armor is really designed for sports and arena competitions, not field combat. M.D.C. by Location: Helmet – 50 Arms – 25 each Legs – 40 each Main Body – 70 Mega-Damage: The damage listed is in addition to punch, kick or ram damage that may be applicable from Augmented, Robot or Supernatural P.S.; add the usual P.S. Mega-Damage (where Head/Helmet – 35 Arms – 16 each Legs – 30 each Main Body – 50 Cost: 35,000 credits; excellent availability. A favorite of City Rats, gang members, explorers, Operators, technicians, lawmen and adventurers. Used suits of Urban Warrior armor sell for 18,000-25,000 credits though they are likely to have 2D6% less M.D.C.
61 Northern Gun Power Armor 5. Laser Targeting System: Assists in the selection and focusing of specific targets and adds a bonus of +1 to strike when using longrange weapons. Does not apply to hand to hand combat. 6. Radio Communications: Long-range, directional communication system with an effective range of about 500 miles (800 km), as well as a directional, short-range radio. Range is 10 miles (16 km). Plus a built-in loudspeaker; 80 decibels. 7. Complete Environmental Battle Armor: Suitable for use in all hostile environments, including underwater (500 foot/152 m maximum depth unless stated otherwise). Includes the following features: ! Computer controlled life support system. Internal cooling and temperature control. ! Artificial air circulation systems, gas filtration, humidifier. ! Computer controlled, independent oxygen supply and purge system that automatically engages in low oxygen or contaminated air environments. Eight hour oxygen supply. ! Insulated, high temperature resistant shielding for up to 400 degrees centigrade (752 F). Normal fires do no damage. Nuclear, plasma, and magic fires do full damage. ! Radiation shielded. ! Depth gauge. Since most power armor suits can survive underwater but have limited depth tolerance, all come with a built-in depth gauge that issues an audible and visual warning when the power armor comes within 200 feet (61 m) of its maximum limit. There is a similar warning if the air supply is running low or becomes compromised from a leak. Note: Destroying the head/helmet of most power armors eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill. If the helmet is destroyed underwater, the wearer suffers from exposure to deep sea pressure at depths greater than 220 feet (67 m), and takes 2D6 S.D.C./Hit Point damage per melee round and all bonuses are reduced by half. Depth Tolerance: Unless stated otherwise, assume the power armor cannot survive depths greater than 500 feet (152 m). Most power armor descriptions will indicate the depth tolerance for that specific unit. Hand to Hand Combat: Rather than use a weapon, the pilot can usually engage in Mega-Damage hand to hand combat. Exact bonuses and abilities will depend on whether the pilot has Basic or Elite training and whether the power armor is a Ground-Based or Flying Power Armor. See pages 351 and 352 of Rifts® Ultimate Edition for details. NG-X30 Aurora Blazer All-Terrain and Amphibious Power Armor Taking a page from Triax’s playbook and their Terrain Hopper, the Northern Gun design team spearheaded by Stewart Easton, Camryn Swalve and Glenn Francis II have created a fast, light, all-terrain power armor capable of jet propelled running and leaps, as well as amphibious operations. Like the Triax Terrain Hopper, the Aurora Blazer is able to run, leap and rocket many yards (meters), land, continue to run and rocket leap again, and repeat, to cover distances very quickly. The Aurora Blazer has even greater control Alphabetical List of NG Power Armor Aurora Blazer (new) Beach-Stormer Blue Boy (new) Blue Hawk, Flying Power Armor (new) Cougar (new) Coyote (new) Defender (JAPE II) Delilah (new) Demon Slayer (new) Enforcer Guardsman (new) Firefighter Forester (new) Gladius Light Grease Monkey (new) Ironwing Flying Power Armor (new) Juicer Killer Power Armor Lynx (new) Mantis (new) Med-Rec – White Knight Medical Rescuer (new) Midas (new) Night Reaper (new) Pit Fighter (new) Prophet (new) Protege (aka Sammy Junior) (new) Red Hawk, Flying Power Armor Sabre Espionage Power Armor (new) Samson Samson Missileman Sea Demon (new) Silent Shadow (new) Stormhammer (new) Thunder Hound (new) Power armor might be thought of as a sort of super-suit of body armor with built-in weapons. Not only is it a mobile, enclosed, environmental containment system, but each is built around a robotic exoskeleton that augments or supplements the operator’s own physical abilities and provides him with mechanical strength, speed, optics, computer targeting and sensory capabilities. The term power armor is derived from the descriptive term “powered armor.” Over the last four years, Northern Gun has made huge strides in its power armor technology and offers a larger array of different types of power armor than ever before. The Samson remains a sentimental favorite and many helmets and armors retain its styling, but there are now many other power armors to chose from. Features Common to All NG Power Armor: 1. Nuclear Powered: Which means they have an effectively unlimited fuel capacity and power source. Average life: 15 to 20 years. 2. Radar: Can identify and track up to 72 targets simultaneously at a range of 40 miles (64 km). 3. Combat Computer: Calculates, stores, and transmits data onto the heads-up display (H.U.D.) of the pilot’s helmet. It is tied to the targeting computer. 4. Targeting Computer: Assists in tracking and identification of enemy targets. Ten mile range (16 km).
62 than the Hopper thanks to a pair of back-mounted jet thrusters that can rotate 180 degrees and provide VTOL-style leaps straight up and down as well as across, along with jets built into the lower legs. In some ways, the actual design elements are much more reminiscent of the Coalition States’ SAMAS, without having full flight capabilities. This has led to more speculation that NG is working on creating its own version of the SAMAS in secrecy, or that it may be secretly manufacturing SAMAS for the CS. If the CS has noticed any similarities, they have not voiced any concerns. The clever diversity of the Aurora Blazer’s thruster design is such that it has ground, limited air and sea capabilities. It can fly low to the ground for short spurts, and can swim or rocket through water at good speeds, though maximum depth is a modest 1,200 feet (366 m). The Aurora Blazer is wonderful for reconnaissance, exploration, escort, search and rescue, and fast response, as well as hit and run raids on land and on water. It is one of NG’s newest releases but has already gotten resounding approval from mercenaries, adventurers and seafarers, especially naval forces, privateers and pirates. The Aurora Blazer’s long leaps and limited flight ability make it fantastic for boarding ships at a greater distance than in the past. The power armor is also able to dive underwater, swim to a target vessel and rocket up onto the deck from underwater without warning. In the alternative, the Aurora Blazer can cripple or sink a vessel by attacking it from underwater, as well as engage submarines and sea monsters. The Aurora Blazer is one of fewer than a dozen power armor suits that come standard with Northern Gun’s new and experimental (many say “revolutionary”) Universal Energy Link (UEL). The UEL is an E-Clip cabled to the energy supply within the power armor. Replace a weapon’s standard E-Clip with the UEL, and it provides the weapon with unlimited firepower from within the armor itself. This gives the power armor the versatility to use almost any weapon that takes an E-Clip and give it an unlimited payload. This eliminates the worry of running out of energy ammo and the need of having to carry many E-Clips into combat. The UEL is a simple idea that is hitting the market like a thunderbolt. In most of the new power armors that have it, the UEL and cable are kept in a compartment on the forearm or hip, but in the case of the Aurora Blazer, one UEL is located in the right shoulder and the other one in the left forearm. The compartment opens up to reveal what looks like an Energy Clip connected to an extendable cable. This universal connector is directly tied to the power armor’s energy supply via the cable. The use of the UEL powered weapon drains the power supply so it is best suited for nuclear or Solid Oxide batteries that have great energy storage. Any weapon to which it is linked has access to what is effectively unlimited power. ANY energy weapon that uses an E-Clip – long or short – can be connected to the power armor via the UEL, provided that its maximum damage capacity is 1D6x10 M.D. or less per blast (see the description below for more details). Simply
63 remove the weapon’s normal E-Clip and insert the Universal Energy Link (UEL) into the E-Clip port, and the weapon is ready to fire. And fire. And fire. Not only does this provide an ordinary energy rifle or pistol with an unlimited payload, saving on extra E-Clips and recharging costs, but it saves on the cost of the power armor itself by eliminating the need for costly built-in weapon systems. Most man-portable energy weapons such as rifles and pistols, including those usually reserved for Juicers, cyborgs and power armor, are within acceptable tolerances. The flexibility and range of handheld weapons available via the UEL means the Aurora Blazer can use almost ANY energy weapon made in North America as long as it is designed to be powered by an E-Clip. As long as the connecting cable is not severed (attackers are -6 to strike on a Called Shot; -10 when the power armor is moving or dodging), the weapon has an endless energy payload. Better yet, the power armor pilot can switch out his or her weapon system on the fly, trading for a more appropriate energy weapon or grabbing a gun he may have recovered from an enemy or found on the battlefield. In most cases, if the weapon takes an E-Clip, he can connect to it via the UEL and fire away. The UEL connector junction can be adjusted slightly to fit most energy weapons made by most manufacturers in North America, including Northern Gun, the CS, Free Quebec, Wilk’s, Titan Robotics, Bandito Arms/the Black Market, Wellington, and most of the rest. It also works on most Triax (NGR), Ichto, ArmaTech Industries and H-Brand (Japan) weapons as well as Geofront (China), Warlords of Russia, and Kittani energy rifles and pistols. The UEL also fits about one third of Naruni Enterprises’ rifles and side arms! Note: The UEL does have a few limitations. It cannot power weapons that inflict more than 1D6x10 M.D., and it can only power energy weapons. If the weapon does more damage than 1D6x10 M.D., it cannot fire when hooked to the UEL. Anything more powerful saps the system and causes it to shutdown. (See #3, Handheld Weapons, below, for more details.) Of course, it has no effect on rail guns and other projectile weapons that require physical ammunition. The greatest danger is if the cable is severed. Cut the power cord (5 M.D.C.), and the weapon is dead until repairs can be made or the UEL connector is swapped out for a traditional E-Clip with a finite payload. Most pilots keep 4-6 E-Clips on them for just such circumstances. That’s also why there is usually one UEL in each arm and sometimes a third in one of the hips. If he has the time, a smart pilot will remove and stow the UEL back in its travel compartment before entering into melee combat, to prevent the cable from getting cut. Of course, that’s not always possible, and other times one needs the weapon to be powered and available for continued fighting. NG designers have found UELs built into the forearm are the most efficient. The cable usually runs a very sort distance between the arm and the gun, where it is protected and barely visible. Those with cables trailing from the shoulder or hip are a bit more vulnerable, especially in hand to hand combat. At first, power armor that came with a Universal Energy Link (UEL) met with considerable skepticism and slow sales, but as word spreads about how well it really does work, the sales of the power armor suits equipped with them have increased dramatically. A trend that is expected to continue. The UEL is especially useful for light and medium power armor that have few or no built-in weapon systems. Aurora Blazer Power Armor Model Type: NG-X30 Class: All-Terrain Recon and High Speed Assault Power Armor. Crew: One. M.D.C. by Location: * Head – 80 * Head Wings (2) – 15 each * Head Fins (2, top) – 6 each Arms (2) – 90 each Legs (2) – 125 each ** Back Thrusters (2) – 45 each * UEL Cables – 6 each Booster Pack & Rail Gun Ammo Cannister (1, center of back) – 80 Blazer Assault Rifle (1, handheld) – 50 *** Main Body – 175 * A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker makes a “Called Shot,” and even then the attacker is -4 to strike. Destroying the head/helmet eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill. If the helmet is destroyed underwater, the wearer suffers from exposure to deep sea pressure at depths greater than 220 feet (67 m), and takes 2D6 S.D.C./Hit Point damage per melee round and all bonuses are reduced by half. Destroying the head wings and fins does little to impair the Aurora Blazer. ** Destroying one thruster reduces leaping speed and distance by 30%. Destroy both and speed and distance are reduced by 60% and underwater rocket speed is eliminated; must physically swim. *** Depleting the M.D.C. of the main body shuts the power armor down completely, rendering it useless. Speed: Running: 90 mph (144 km) running at top speed. The act of running at top speed tires out the operator, but at 25% of the usual fatigue rate thanks to the augmentation of the robot exoskeleton. However, running at 50 mph (80 km) or less, the operator tires at only 10% the usual rate. Also see Power Jumping Travel, below. Leaping: A leap unassisted by any thrusters can reach 15 feet (4.6 m) straight up or across; increase by 50% with a running start. A leap assisted only by the leg thrusters is 25 feet (7.6 m); increase by 50% with a running start. A full jet thruster assisted leap from a stationary position or a running start can propel the power armor up to 200 feet (61 m) high and 300 feet (91.4 m) across without actually attaining flight. VTOL Leap: The thrusters can rotate to rocket the Aurora Blazer straight up 300 feet (91.4 m) or to leap at steep angles. Once up high, the power armor can hover to hold its position there for 1D4+1 melee rounds before the power armor becomes unstable and starts to wobble and quickly drift back down to the ground. This is great for getting a quick bird’s-eye view above the tree line, smoke or buildings. A leap straight up or at a slight angle can also be used to jump up onto rooftops, on top of vehicles or to try to snare low-flying opponents. Cat-Like Landings from Great Heights: The Aurora Blazer can drop or leap down from heights as great at 500 feet (152 m), using its VTOL thrusters to slow its descent, land softly on its feet and continue to run or leap. Anyone carried in the suit’s arms also lands gently, safely and unharmed, with minimal jarring. Drops from heights greater than 500 feet (152 m) up to 900 feet (274 m) are trickier. The power armor is likely to survive the landing but may take damage. Roll 1D20 to determine the success of the landing. On a roll of 1-10 the suit hits the ground hard, takes 4D6 M.D. and the operator loses 1D4 melee actions/attacks before he’s back up on his feet. On a roll of 11-20 the pilot sticks the landing, and can continue to move/jump/run without damage or delay. Drops from greater heights are not possible without potentially lifethreatening damage: 2D4x10 M.D. to the power armor, 6D6 S.D.C./ Hit Point damage to the wearer inside the armor, and the operator is
64 stunned for 1D4 melee rounds before he recovers from the fall and is able to take action again. Power Jumping Travel: 175 mph (280 km). The integrated jet thrusters with VTOL capabilities give the Aurora Blazer incredible speed and versatility. Also known as “jet propelled running,” power jumping travel requires the power armor pilot to run, jump (soaring forward), land, and repeat. The height of the leap is controlled by the pilot and generally ranges between 20-50 feet (6.1 to 15.2 m) during high-speed travel. By leaping, landing, and continuing to run several yards/meters and power leaping again – like a Jackrabbit – the Aurora Blazer can maintain an impressive ground speed of 175 mph (280 km), even through light forest and uneven ground. Reduce speed by 40% when traveling through dense vegetation, deep mud or snow, very rocky or unstable ground, vertical inclines and similar hazardous and extreme terrain. This speed can be maintained for hours, until the power armor pilot needs to stop and rest. Directional control by the pilot is excellent. The Aurora Blazer’s jet thrusters built both in the back and legs, and back thrusters that can rotate, give the pilot amazing maneuverability. He is able to change direction/trajectory in midair or even stop, hover or land (VTOL) vertically. Of course, having to suddenly stop in mid-air/ leap to avoid a collision or land unexpectedly will ruin momentum and slow down the traveler’s speed. And don’t forget, hovering in the air makes the character an easier target. If there is a downside to power jumping travel, it’s the noise the power armor makes, crashing through the underbrush like a giant rabbit or lumbering feline. There is no way around it. Running and leaping through trees and underbrush makes a lot of noise, alerting predators and the enemy to the character’s presence, location and direction of travel. It also reduces the pilot’s vision and awareness (Penalties: -3 on initiative, -3 on Perception Rolls, and -1 to strike, parry and dodge due to obscured vision, noise and rate of travel). Even just running across open ground, the power armor sounds like the thundering hooves of one or more horses. Just like anyone else, to be stealthy, the wearer of the armor must move slowly and deliberately to be quiet and sneaky. Limited Flight: The rocket propulsion system enables the Aurora Blazer to fly for short distances. Maximum flying speed is 100 mph (160 km), but cruising speed is considered to be around 60 mph (96 km). Maximum altitude is limited to 200 feet (61 m), but flight will be wobbly and the Aurora Blazer is unable to fly in a straight, even line. Instead it will bob up and down and sway side to side by 1D4x10 feet (3 to 12.2 m), and even worse when going against the wind. Flying Range: The nuclear power supply of the armor gives it a decade of life, but the Aurora Blazer is a running and leaping machine, it is not built for flight and starts to lose altitude very quickly. Reduce altitude by 20 feet (6.1 m) every 10 minutes. At around 40 or 60 feet (12.2 to 18.3 m) above the ground, the pilot needs to stop, land and make a running takeoff to fly for another 10 minutes. This can be maintained for one hour, at which point the thrusters in the back need to cool for at least 60 minutes. In many cases, the jets will start to sputter and speed fluctuate after 50 minutes and may stop working; this is especially true if the thrusters have been damaged. Note: Travel by power jumps is actually faster (175 mph/280 km) than flying and can be maintained for hours. Water: The armor can swim on the surface or underwater without using its rocket pack at 15 mph (24 km/13 knots) but this tires the wearer at 20% the usual fatigue rate. It can also travel underwater using its jet thrusters at 35 mph (56 km/30 knots) or walk along the bottom of a body of water at 15 mph (24 km). Maximum depth is 1,200 feet (366 m). Special Bonuses of the Aura Blazer Power Armor: +1 to dodge at any speed, +2 to dodge when traveling at speeds greater than 90 mph (144 km) and +1 to roll with impact. Statistical Data: Height: 7 feet, 2 inches (2.2 m). Width: 4 feet (1.2 m). Length: 3.5 feet (1.1 m). Weight: Roughly 540 lbs (243 kg). Physical Strength: Robot P.S. of 28. Cargo: None. Power System: Nuclear; average energy life is 12 years. Solid Oxide and electric battery versions are also available. Cost: 2.8 million nuclear, 1.6 million Solid Oxide and 1.1 million electric battery. Weapon Systems: 1. NG-X530 Blazer Over-and-Under Assault Rifle (1, Handheld): The X530 is a large, experimental, dual assault rifle exclusive to the Aurora Blazer and the Lynx (for the latter, it is an optional weapon). The top barrel is a long-range, precision laser that can fire a single shot or triple pulse burst. Beneath it is a quad-barrel plasma weapon that can fire two or four simultaneous blasts at the same target. The X530 Blazer assault rifle is specifically designed with power armor and Combat Cyborgs in mind. Currently, it is only available with the Aurora Blazer and Lynx armor, but that is likely to change within a year or two, especially if the weapon performs as well as expected. The X530 comes with a removable strap so that it can be slung over the shoulder when the hands need to be free. Primary Purpose: Anti-Monster and Anti-Armor (plasma). Secondary Purpose: Anti-Personnel and Precision Shooting (laser). Range: Laser: 2,000 feet (610 m). Plasma: 800 feet (244 m). Note: The plasma weapon is designed to deliver a big punch in close quarters combat and against monsters and beings vulnerable to M.D. fire and heat. Mega-Damage: Laser: 2D6 M.D. for a single shot or 4D6+5 M.D. for a triple laser pulse. Plasma: 2D6+3 M.D. for a single shot, 4D6+6 M.D. for two simultaneous blasts at the same target, 6D6+10 for three plasma rounds and 1D4x10+14 M.D. for a four plasma round blast. Rate of Fire: Each single shot laser or plasma blast, laser pulse, or multiple plasma blast counts as one melee attack. Note: The laser and plasma weapons cannot be fired at the same time. The shooter needs to pick one or the other. Payload: Effectively unlimited when powered by the UEL. Otherwise, 10 triple pulse laser blasts or 6 quadruple per standard E-Clip; double for Long E-Clips. Each of the two combined weapons has its own, separate E-Clip. Not a factor when the UEL is used. 2. Thruster Mounted Mini-Missile Launchers (2): Built in the top of the thrusters, behind each shoulder, is a mini-missile launcher. Primary Purpose: Assault and Anti-Armor. Secondary Purpose: Defense and Anti-Missile. Range: One mile (1.6 km). Mega-Damage: Varies with type of mini-missile used. Fragmentation (5D6 M.D.), armor piercing (1D4x10 M.D.), and plasma (1D6x10 M.D.) are most common. Smoke and tear gas may also be available. Mini-Torpedoes may be substituted for marine operations. Rate of Fire: One missile at a time or in volleys of 2 or 4. Payload: 8 total; four per each launch unit (one launcher behind each shoulder). 3. Handheld Weapons & UEL: Any handheld weapon can be used by the Aurora Blazer. Energy weapons are the usual choice because they can be powered by the UEL system. An additional side
65 arm, Vibro-Blade and other gear may be carried on a belt around the waist. UEL – Universal Energy Link (3, one in each forearm and one in the right shoulder): The Aurora Blazer has one Universal Energy Link concealed inside an armored compartment in the right shoulder and one in each forearm. When needed, a plate opens and extends enough for the E-Clip connector of the UEL and cable to be removed and plugged into the weapon. The plate armor snaps back into place leaving a thin cable running from the power armor to the weapon in hand. Each provides power to a weapon that can inflict as much as 1D6x10 M.D. per blast, but anything more powerful saps the system and causes it to shutdown until replaced with a more appropriate weapon (i.e. something that fires blasts that inflict 1D6x10 M.D. or less). The E-Clip connector has an automatic circuit breaker that kicks in when the pilot is attempting to use a weapon beyond the UEL’s energy capacity, shutting it down before an excessive energy charge damages the armor. 4. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See Basic or Elite Flying Power Armor Training, depending on the pilot’s level of skill, on pages 351 or 352 of Rifts® Ultimate Edition. Damage as per Robotic P.S. of 28. Restrained Punch – 1D4 M.D. Full Strength Punch – 1D6 M.D. Power Punch – 2D6 M.D., but counts as two melee attacks. Power Dive Punch – 3D6 M.D., but counts as two melee attacks and all combat bonuses except to strike are reduced by half, including roll with impact. Kick – 2D4 M.D. Leap Kick – 2D8 M.D., but counts as two melee attacks. High Speed Running/Rocketing Leap Kick – 3D8+3 M.D., but counts as two melee attacks. 5. Sensors and Special Features of Note: In addition to the standard power armor features, the Aurora Blazer comes with the following. Standard Helmet Camera (top of head) and Gun Camera (concealed): A simple “dash-cam” style digital camera that sees whatever the pilot sees or points his weapon at. No special features beyond the ability to tape 96 hours of video and take 4,000 still photos. LED Flashlight (2): Built into both sides of the cheek is an LED light system that works like a miner’s head lamp, except they are in the cheeks and point wherever the pilot turns his head. 500 foot (152 m) range. Language Translator: Built into the helmet is a language translator. NG-NX12 Beach-Stormer Amphibious Marine Power Armor A recent addition to Northern Gun’s family of naval weapon systems is the NG-NX12 Beach-Stormer power armor. Just like its landbased counterparts, this marine power armor suit was developed to fill the gap between robot vehicles and regular body armor. Northern Gun executives recognized that marine infantry forms an essential element of naval combat forces, and that no North American arms manufacturers offered any marine armor suits besides simple body armor. Even the folks at Iron Heart Armaments supplied only regular flying power armor with their ships, not aquatic suits capable of combat diving and prolonged underwater maneuvers. The BeachStormer would be Northern Gun’s first marine power armor suit, but it would not be its last (see Aurora Blazer, Blue Hawk, Grease Monkey and the Sea Demon amongst others). The NG-NX12 has an underwater propulsion system, excellent durability and strength while remaining an inexpensive power armor. IN the water, the Beach-Stormer has surprising quickness, as well as a reliable hydro-jet propulsion pack that enables the power armor to travel at speeds of up to 35 mph (56 km/30 knots) on the surface of water and 20 mph (32 km/17 knots) under the water. The suit also has an impressive array of standard-issue underwater and surface weapons, making it a formidable water to surface combat machine. The NG-NX12 is excellent for all aspects of amphibious warfare operations, including scouting, underwater demolition, sabotage, search and rescue, ship escort, exploration, beach reconnaissance, and of course, amphibious landings, boarding ships, raids and assaults. Beach-Stormer Power Armor Model Type: NG-NX12 Class: Amphibious Infantry Assault Suit. Crew: One. M.D.C. by Location: Hydro-Jet Propulsion Pack – 30 Hands (2) – 8 each Arms (2) – 45 each Legs (2) – 65 each Feet/Flippers (2) – 11 each * NG-P67 – 15 * NG-M100 Underwater Rifle – 30 * Head – 50 ** Main Body – 170 * All of the targets marked with an asterisk are small and difficult to hit. Thus, they can only be struck when a character makes a “Called Shot,” and even then the attacker is -3 to strike. Destroying the head of the power armor eliminates all forms of optical enhancement and sensory systems. The pilot must rely on his own human vision and senses; no bonuses to strike, parry or dodge from power armor combat, and will suffer from exposure to deep sea pressure at depths greater than 220 feet (67 m; takes 2D6 S.D.C./Hit Point damage per melee round and all bonuses are reduced by half)! ** Depleting the M.D.C. of the main body will shut the armor down completely, making it useless. Speed: Running: 40 mph (64 km) maximum. Removing the detachable hydro-jet propulsion pack adds +10 mph (16 km) to the top speed. The act of running tires out the operator, but at 10% of the usual fatigue rate thanks to the robot exoskeleton. Leaping: The powerful robot legs can leap up to 15 feet (4.6 m) high or 25 feet (7.6 m) across. Flying: Not possible. Underwater Capabilities: The hydro-jet propulsion pack enables the power armor to travel at 35 mph (56 km) on the surface of the water or 20 mph (32 km or 17 knots) when submerged. In the alternative, the Beach-Stormer can swim 10 mph (16 km or 8.6 knots) or walk along the bottom of the sea floor at a speed of 4 mph (6.4 km). Maximum Depth: 3,000 feet (914 m). Maximum Range: Unlimited if nuclear powered. Statistical Data: Height: 7.2 feet (2.2 m). Width: 4 feet (1.2 m).
66 Length: 5 feet (1.5 m) with hydro-jet pack; 3 feet, 4 inches (1 m) without. Weight: 326 lbs (146.7 kg) total; 280 lbs (126 kg) without weapons. Physical Strength: Robot P.S. of 24. Cargo: None. Power System: A rechargeable battery that holds enough power for 96 hours of continuous use. It can be recharged by any vehicle or facility with a nuclear power plant or other generator (takes about 2 hours to recharge). Also available with a Solid Oxide power supply or a nuclear battery (the latter has a 15 year life). Cost: 340,000 credits for the original, inexpensive electric battery model complete with the Particle Beam Short-Gun, Multi-Rifle, 10 extra E-Clips, and a payload of grenades or torpedoes. However, NG has since made the Beach-Stormer available with the Solid Oxide power system for 720,000 credits and 1.2 million for the nuclear model. Weapon Systems: 1. NG-P67 Particle Beam Short-Gun: This is an underwater version of the NG-P7 particle beam rifle. It is a large, heavy-duty weapon and, although somewhat smaller than the rifle, the gun is still awkward to fire by those without Robotic or Supernatural Strength (-2 penalty to strike for a human P.S. under 26). There is a serious drawback to the NG-P67 Short-Gun, that being a limited payload: a regular E-Clip provides just 10 shots. To offset this limitation, a power cable extending from the NG-NX12’s forearm connects the gun to the suit’s battery. This is a stopgap solution to the payload problem at best, because for every 30 shots fired from the gun, one hour (or 2 minutes per shot fired) is drained from the battery (not applicable to nuclear power supplies). Primary Purpose: Assault. Secondary Purpose: Anti-Personnel. Weight: 16 lbs (7.2 kg). Range: 1,000 feet (305 m) in an atmosphere/air, 700 feet (213 m) underwater. Mega-Damage: 6D6 M.D. per shot. Rate of Fire: Each blast counts as one melee attack. Payload: 10 from a standard E-Clip or the weapon can draw on the suit’s power supply, but every 30 shots drains one hour’s operation time from the battery. Cost: It is possible to buy the NG-P67 Short-Gun separately from the Beach-Stormer at a cost of 25,600 credits. Note: A normal Particle Beam weapon has half its normal range and half its normal damage underwater. 2. NG-M100 Multi-Weapon Underwater Rifle: The NG-M100 is the standard-issue underwater weapon of the Beach-Stormer power armor, and is also one of Northern Gun’s most exotic creations. It is not a built-in weapon system, but rather a rifle that was
67 exclusive to the Beach-Stormer suit. The NG-M100 is an overunder combination weapon that consists of a stubby ion blaster mounted atop a smooth-bore, semi-automatic missile launcher. The ion blaster is unremarkable except that it is capable of firing above and under water. A great deal more can be said of the launcher, which is based on the WI-23 of Wellington Industries. Like the WI-23, the launcher portion of this rifle is an auto-loading weapon fed by a top-mounted, detachable box magazine. But unlike the WI-23, this launcher is capable of firing both grenades and micro-torpedoes with no more adjustment needed than simply changing magazines! There is no rear opening on the launcher, because grenades and torpedoes are launched “cold” by compressed air; the motors don’t engage until the torpedo has traveled five feet (1.5 m) from the launcher. Primary Purpose: Anti-Sea Monster/Anti-Ship. Secondary Purpose: Defense. Weight: 20 lbs (9 kg); grenade and micro-torpedo magazines weigh 12 lbs (5.4 kg) each. Range: Ion Blaster: 800 feet (244 m). Grenades or Micro-Torpedoes: 1,400 feet (427 m). Mega-Damage: The ion blaster inflicts 4D6 M.D. Grenades do 4D6 M.D. each. Micro-torpedoes do 5D6 M.D. each; both grenades and torpedoes are considered armor piercing and have a 3 foot (0.9 m) blast radius. Rate of Fire: Each blast counts as one melee attack/action. Payload: Ion Blaster: 10 shots from a standard E-Clip. Grenades or Micro-Torpedoes have 20 rounds per magazine. Cost: The NG-M100 can be purchased separately from the BeachStormer power armor at a cost of 34,000 credits for the rifle and one grenade or torpedo magazine. Additional magazines cost 5,000 credits, which includes the cost of the explosive ammunition. 3. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See Basic or Elite: Ground-Based Power Armor Training, depending on the pilot’s level of skill, on pages 351 or 352 of Rifts® Ultimate Edition. Damage as per Robotic P.S. of 24. Restrained Punch – 1D4 M.D. Full Strength Punch – 1D4 M.D. Power Punch – 2D4 M.D., but counts as two melee attacks. Power Dive Punch – 2D6 M.D., but counts as two melee attacks and all combat bonuses except to strike are reduced by half, including roll with impact. Kick – 1D6 M.D. Leap Kick – 2D6 M.D., but counts as two melee attacks. 4. Sensors and Special Features of Note: The suit has all the sensors and systems common to power armor, except for the nuclear power plant. Instead, the suit runs off a rechargeable battery that holds enough power for 96 hours of continuous use (good for 4-12 days depending on how often it’s used. The battery can be recharged from any nuclear power plant. Takes about 2 hours to recharge), making it much more affordable than most types of power armor. NG-X44 Blue Boy All-Purpose Infantry Power Armor The Coalition has its Dead Boys, Northern Gun has its Blue Boy, a sleek, man-sized power armor that is heavily armored and designed to fulfill any and all ground infantry functions. The Blue Boy gets its nickname from the blue tint of the M.D.C. composite materials used to make it. The power armor rolls off the assembly line a metallic blue that is pleasing to many buyers who never bother to get a custom paint job. (As depicted on the cover of Northern Gun™ One). The Blue Boy functions equally well in combat and support roles, reconnaissance, exploration, and general adventuring. However, it has weapons and a few features that make it especially well suited for special operations and sabotage. The creation of the design team lead by Howard Holland, Chris Mackay and Walter Chaslon, the Blue Boy is roughly man-sized, making it a low profile target. Second, it has special magnetic plates built into the armor’s feet and the underside of the hands that, when activated, enable the power armor to attach itself to giant robots and vehicles, as well as scale metal towers, the hulls of ships and other metallic surfaces. Third, it has an electrical attack that can knock out soft-target security systems, communications, computers and electronics or to stun and subdue unarmored enemy personnel for capture and interrogation. Last, Thumper, its dual weapon system, exclusive to the Blue Boy, is an accurate and deadly weapon. The Blue Boy’s own armor plating is a compound alloy consisting of M.D.C. metals, ceramics and plastics that allow it to be lighter than many power armors and shield it from electrical and EMP attacks (half damage with no chance of frying its electrical system or onboard memory). Blue Boy Power Armor Model Type: NG-X44 Class: Light Infantry Assault and Saboteur Power Armor. Crew: One. M.D.C. by Location: * Head – 70 Arms (2) – 60 each Legs (2) – 110 each Thumper Shoulder Assault Rifle (attached to armor) – 50 * Forearm Volt Disruptor (1, left forearm) – 10 * Leg Maneuvering Jets (2, small) – 12 each * Vibro-Blades (2) – 15 each ** Main Body – 165 * A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker to makes a “Called Shot,” and even then the attacker is -4 to strike. Destroying the head/helmet eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill. ** Depleting the M.D.C. of the main body shuts the power armor down completely, rendering it useless. Speed: Running: 40 mph (64 km) maximum. The act of running tires out the operator, but at 20% of the usual fatigue rate thanks to the robot exoskeleton. Leaping: The powerful robot legs can leap up to 10 feet (3 m) high or 16 feet (4.9 m) across. Climbing Capabilities: The hands and feet of the Blue Boy are designed to climb, and provide a +5% skill bonus. Moreover, the magnetic climb system in the hands and feet enables the pilot to hitch rides on large robots and vehicles, climb them and climb any metal
68 structure that the magnets will cling to (+10% to Climb skill when magnets are used on the appropriate surface). Flying: None, except with a jet pack on the back (costs extra) or a glider like the one used by the Silent Shadow power armor (costs extra). Water: The Blue Boy is not designed for use in the water, but can swim in water or walk along the bottom at 5 mph (8 km/4.3 knots). Maximum depth is 800 feet (244 m). The act of swimming tires the wearer of the suit, but at 20% of the usual fatigue rate. Statistical Data: Height: Man-size, generally 5.6 to 7.6 feet (1.7 to 2.3 m). Width: 2-3 feet (0.6 to 0.9 m). Length: 2.5 to 3 feet (0.75 to 0.9 m). Weight: 326 lbs (146.7 kg). Physical Strength: Robot P.S. of 25. Cargo: None. Power System: Nuclear is standard; average energy life is 10 years. Cost: 1.2 million credits nuclear or 832,000 Solid Oxide. Nuclear is the hands-down favorite, however, outselling the alternative 5 to 1. Weapon Systems: 1. NG-X144 “Thumper” Dual Assault Rifle: A combo grenade launcher and laser rifle built into an experimental shoulder mounting. The mounting takes a page from the Glitter Boy, with the weapon being built into a swivel mounting on the back. When not needed, the weapon is pushed back behind the shoulder, sticking upward. When needed for combat, the wearer of the power armor reaches back to pull it forward and fires. The swivel mounting has enough movement that the weapon can sweep side to side 180 degrees and has a 180 degree up and down arc of fire. It also has one additional benefit when the pilot wants a steady Aimed or Called Shot, he can lock the mounting in place and fire, providing greater stability and accuracy to strike. This is especially handy for precision shooting with the laser built into the underbelly of the weapon, but helps significantly with the kick when grenades are fired. The top barrel fires the rifle grenades and can do so in rapid succession, three at a time, which is another thing that makes it unique. Each firing of a grenade makes a thumping sound, especially when two or three are fired rapidly one after another. The laser has two settings: laser targeting (no damage) to paint a target before firing, and a precision blast (2D6 M.D.). Most infantry troops who have piloted Blue Boy power armor rave about it. Primary Purpose: Assault. Secondary Purpose: Defense. Range: Laser: 1,600 feet (488 m). Thumper Grenade Launcher: 1,200 feet (366 m). Mega-Damage: Laser 2D6 M.D. for a single shot. Mega-Damage for Grenades: Varies by the type of grenade and by the number fired. The stats that follow provide damage for ONE grenade and THREE. 3D6 M.D. per single grenade to a 12 foot (3.7 m) radius for fragmentation grenades (1D4x10+3 M.D. for a 3-grenade volley). 4D6 M.D. to a 3 foot (0.9 m) radius for high explosive/armor piercing grenades (1D6x10+6 M.D. for a volley of three). 6D6 M.D. to a five foot (1.5 m) radius for a single plasma grenade (2D4x10+12 M.D. for a volley of three). Note: As a rapid-fire weapon, the cannon can fire one grenade at a time or a rapid-fire volley of two or three, unleashed a second apart. A volley always contains the same type of grenade. A smoke grenade covers a 40 foot (12.2 m) radius in a dense cloud of smoke, obscuring vision and creating cover. Radius x3 for a volley of three smoke grenades, tear gas or flash grenades. A tear gas grenade covers a 25 foot (7.6 m) radius and makes the eyes and noses of victims not protected by gas masks or environmental armor burn and tear, as well as gags and chokes them (-10 to strike, parry and dodge, -3 on initiative and lose one melee attack as long as they are in the gas cloud and for 1D6+1 melee rounds after exiting it; protected individuals suffer no penalties). A stun/flash grenade unleashes a bright flash, sparkles and white smoke that temporarily blind victims (-10 to strike, parry, and dodge, -1 on initiative, and lose one melee attack for 1D4 melee rounds). Radius of effect is 4 feet (1.2 m). Rate of Fire: The laser is single shot and each shot counts as one melee attack. Thumper can fire one grenade or a rapid-fire volley of three at the same target or one each at a different target (shooting wild). Bonuses: +1 to strike with laser on an Aimed/Called Shot. +1 to strike with a grenade on an Aimed/Called Shot when only one is fired. When three are fired at the same target it counts as burst fire. When three are fired but divided between two or three different targets in rapid succession, it counts as Shooting Wild. Payload: Laser is effectively unlimited as it is always tied into the power supply of the power armor. Cannot function if removed from the armor.
69 Grenade Payload: 9 in the weapon. Three extra are stowed right on top of the gun, plus 42 others – 36 combat grenades (explosive, plasma or Hex) and six smoke or other “special” ordnance. All are stowed in the hard-shell backpack, designed exclusively for the Blue Boy to hold and transport grenades carried on the back. Reloading is by hand and takes a trained soldier one melee round, 1D4 melee rounds for the inexperienced or frightened. 2. Forearm Volt Disruptor: Built onto the left arm is a high-powered dart launcher that fires specialized voltage darts very much like a 20th Century taser. The three darts hit and stick into its target and immediately release an electrical blast intended to work like a taser on S.D.C. opponents (stuns) or to short-circuit soft electronics, e.g. S.D.C. computers, keyboards, monitors, radios, security cameras, and similar soft targets. It is not effective against cybernetics and bionics, but does double damage to the rare supernatural creatures vulnerable to electricity. Primary Purpose: Anti-Communications and Electronics. Secondary Purpose: Sabotage and Anti-Personnel (stun). Range: 15 feet (4.6 m). Damage: Only 1D4 S.D.C. physical damage to people and machines, but subsequent electric bursts will have an additional effect. On people, including most S.D.C. D-Bees, but NOT M.D.C. beings, supernatural beings, or creatures of magic (unless they are vulnerable to electricity), the effect is identical to the Neural Mace (see Rifts® Ultimate Edition for details). Has NO effect on environmental body armor, cyborgs, power armor, vehicles or any M.D.C. being or machine. Effects on S.D.C. electronic devices: Roll percentile dice to determine one of the following results. 01-10% Fried. The device is toast and beyond repair. It must be completely replaced. 11-66% Damaged, but fixable. 1D4 components within the device are burnt out, rendering it inoperable until repairs can be made. That is likely to take 1D4x10 minutes per damaged component if the parts are readily available, and 2D4 days if the parts have to be located and brought in from a supplier. 67-80% Malfunction and glitchy. The device shuts down for 1D4 melee rounds before coming back online, but only at 60% its normal operating level; it runs slow, range is reduced, data is unreliable. Requires repairs as above, only these repairs are simpler and take half the time. 81-90% Temporary shutdown. The affected device is knocked out and completely inoperable for 2D4 minutes. When it comes back online it functions poorly and at only half its normal capacity for another 2D4 minutes before snapping back to normal, 100% performance. 91-00% Momentary shutdown, otherwise fine. The device shuts down for 1D4 melee rounds before coming back online and functioning 100% perfect. Rate of Fire: All three darts fire per each attack. Each launch counts as one melee attack, but another full melee round (15 seconds) is required to retrieve them for reuse. Payload: The darts and the wires they are attached to can be retrieved, respooled into the launch unit, recharged (takes two melee rounds) and used again and again. If the wires are cut or the darts damaged, the Blue Boy has two spare sets of darts and wires that can be attached for future use. 3. Handheld Weapons (optional): Any other handheld weapon such as an additional side arm, Vibro-Blade, shotgun or other backup weapon may be used by the pilot of the Blue Boy power armor. Such items maybe carried on one or two belts around the waist, or in a carrying bag. 4. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See GroundBased Power Armor Training on page 352 of Rifts® Ultimate Edition. Damage as per Robotic P.S. of 25. Restrained Punch: 6D6 M.D. Normal Punch: 1D4 M.D. Power Punch: 2D4 M.D., but counts as two melee attacks. Kick: 1D6 M.D. Leap Kick: 2D6 M.D., but counts as two melee attacks. 5. Sensor Systems and Features of Note: All the usual for power armor plus the following. a) Built-in Language Translator: Programmed with the nine known languages of the Americas and can hold 12 additional languages. It can recognize and monitor up to three different voices and two different languages or dialects. Level of accuracy is 98.7% with a three second delay when directed at one individual, but drops to 78% with a six second delay when translating three speakers simultaneously. b) Nightvison Optics: Passive light amplification that allows the pilot, gunner and communications officer to see in the dark as long as there is at least some ambient light. 2,000 foot (610 m) range, but is completely useless in total darkness. c) Multi-Camera System (helmet): The camera has a telescopic lens and can be useful for targeting. Telescopic Range: 2 miles (3.2 km). d) Blue Boy Alloy Armor Shielding: Specialized shielding protects the power armor from EMP attacks and electrical blasts do half damage. e) Magnetic Climbing System: Magnetic plates built into the armor’s feet and the underside of the hands can be activated to enable the power armor to scale vertical surfaces made of metal, and climb on top of (and cling onto) moving robots and vehicles. Reduce speed 50% when walking via magnetic climbing plates. NG-AX15 Blue Hawk Airborne Amphibious Power Armor The creation of the R&D team headed by Scott Kehl and Daniel Bearce, the Blue Hawk is Northern Gun’s air to water amphibious cousin to the popular Red Hawk power armor. The Blue Hawk and Red Hawk work well together, though the Blue Hawk (also known as the “Sea Hawk”) is most effective on the Great Lakes or at sea, escorting and defending ships, engaging in coastal patrols, fighting pirates and sea serpents, and engaging in search and rescue on the water. The Blue Hawk comes standard with an ion rifle with a UEL power system and eight mini-torpedoes. The ion rifle works just as well below the waves as above them, and can be fired from an airborne position at targets that are fully submerged, but visible from the air. Note that firing from the surface into the water below has a penalty of -2 to strike due to the refraction of the water. Moreover, the Great Lakes tend to be deep and murky, making most underwater targets impossible to see when they are more than 120 feet (36.6 m) below the surface. To help make up for the poor visibility of the murky Great Lakes, the Blue Hawk has an advanced sonar system that is usable when the power armor goes under the waves. It also has a sonar sensor it can lower into the water to try to locate enemy targets within a 50 mile (80 km) sonar search diameter. This sonar sensor pod can be lowered into the water from the air on a 25 foot (7.6 m) cable while the Blue Hawk hovers stationary above the waves. Once the pilot identifies enemy or suspicious targets, he can pull the sonar pod back up and fly or swim over to investigate or engage.
70 For targets like ships, submarines and sea monsters, the Blue Hawk has eight light mini-torpedoes with enough range and damage to let it fight against much larger and more heavily armed opponents. The armor is especially effective and dangerous when operating with 3-6 fellow Blue Hawks or other amphibious power armor or robot vehicles. Its mini-torpedoes are sometimes swapped out for mini-missiles, especially when the Blue Hawk is sent out to engage Xiticix or other flying enemies. In fact, many Blue Hawk pilots within Northern Gun’s mer-
71 cenary defense contractors have become quite cocky about engaging Xiticix in Wisconsin and Michigan. When combat with the Bug Men gets too hot, the power armor can usually outrace the aliens or shake them by diving underwater. After 1D6+6 minutes of circling above the water where the Blue Hawk submerged, the Xiticix will fly away. The Blue Hawk has been an instant hit amongst naval forces, pirates and privateers, and many have been sold or provided to mercenaries hired for NG coastal defense. Its waterborne weapons and its ability to go from air to underwater operations almost seamlessly make the Blue Hawk a dangerous and versatile opponent over water. Blue Hawk Power Armor Model Type: NG-AX19 Class: Armored Flying Infantry Assault Suit. Crew: One. M.D.C. by Location: Folding Wings (2) – 80 each Main Rear Jets (2) – 50 each Aquatic Propulsion System – 60 * Lower Maneuvering Jets (4; two per leg) – 20 each * Ion Rifle – 50 * Wing-Mounted Light Torpedoes (4 per wing) – 15 each * Forearm Blades (2) – 25 each * Searchlights (3, belly) – 8 each Arms (2) – 50 each * Hands (2) – 15 each * UEL Cables – 6 each Legs (2) – 90 each ** Head – 70 *** Main Body – 200 * All areas that are marked with a single asterisk are small and difficult targets to hit. They can only be hit when an attacker makes a Called Shot, and even then he is -4 to strike (includes the head). ** Destroying the head/helmet has a 01-70% chance of knocking the pilot unconscious. If conscious, the pilot has two problems: 1) No power armor combat bonuses to strike, parry, and dodge, and 2) the human head is now vulnerable to attack. The head is a small and difficult target to hit. Thus, it can only be hit when a character makes a Called Shot with a penalty of -5 to strike. *** Depleting the M.D.C. of the main body will shut the armor down completely, and the pilot will be vulnerable to attack. Destroying one of the wings makes flight impossible, but the suit can still make jet-assisted leaps. Speed: Running: 60 mph (96 km) maximum. The act of running does tire out its operator, but only at 20% of the usual fatigue rate thanks to the robot exoskeleton. Leaping: The powerful robot legs can leap up to 15 feet (4.6 m) high or across unassisted by the jet boosters. A jet booster assisted leap can propel the unit up to 100 feet (30.5 m) high and 200 feet (61 m) across without attaining flight, or to make dives into the water 200 feet (61 m) deep in 4 seconds. Water: The armor has aquatic propulsion capabilities and can move at roughly 40 mph (64 km/34 knots) through the water or it can walk along the bottom of a body of water (max depth 3,000 feet/914 m) at 5 mph (8 km). Maximum Ocean Depth is 3,000 feet (914 m); double and triple that of most power armor. Flying: The rocket propulsion system enables the Blue Hawk to hover stationary up to 400 feet (122 m) or fly. Maximum flying speed is 290 mph (464 km), but cruising speed is considered to be 100-150 mph (160 to 240 km). Note: The Blue Hawk does NOT have the Red Hawk’s super-thruster, mounting an underwater propulsion system in its place. Maximum altitude is limited to 2,000 feet (610 m). Flying Range: The nuclear power system gives the Blue Hawk 15 years of life, but the jet rockets get hot and need to cool after a maximum of eight hours of continuous flight; can fly indefinitely with brief rest stops along the way every 2-5 hours. Statistical Data: Height: Approximately 8 feet (2.4 m) from head to toe, 9 feet (2.7 m) to the top of the propulsion system. Width: 4 feet (1.2 m) with wings folded, 14 feet (4.3 m) with wings extended. Length: 4 feet, 9 inches (1.45 m). Weight: 594 lbs (267 kg). Physical Strength: Robot P.S. of 28. Cargo: None. Power System: Nuclear; average energy life is 12 years. Solid Oxide and electric battery versions are also available. Cost: 1.9 million credits nuclear, 1.4 million Solid Oxide and 950,000 credits for electric battery. Good to excellent availability at Ishpeming/Upper Michigan, fair at MercTown, and poor elsewhere. Weapon Systems: 1. Ion Rifle: The Blue Hawk’s handheld weapon is a large ion rifle. The gun has the benefit of similar performance below or above the water and is tied into the suit’s power system for ammunition via the UEL system. Primary Purpose: Anti-Ship/Anti-Sea Monster. Secondary Purpose: Anti-Submarine. Range: 2,000 feet (610 m). Mega-Damage: 5D6 M.D. Rate of Fire: Fires a single blast, each counts as one melee attack. Payload: Effectively unlimited for UEL tied to a nuclear or Solid Oxide power supply. 40 shots per charge for electric battery versions, 8 shots per standard E-Clip, 16 for long E-Clips. Note: -2 to strike when firing at submerged targets from the air, no penalty if firing at targets on the surface of the water. 2. Mini-Torpedoes (8): The Blue Hawk’s primary anti-ship and anti-sub weapons are four light torpedoes on each wing, fired into the water while flying or when submerged. The torpedoes take over after that, seeking their target and giving chase with no more need for input from the pilot. For deployments away from the ocean or Great Lakes, the torpedoes can be replaced with minimissiles. The illustration shows torpedoes. Primary Purpose: Anti-Ship/Anti-Sea Monster. Secondary Purpose: Anti-Submarine. Range: 5 miles (8 km). Mega-Damage: 2D4x10 M.D. for high explosive or 1D6x10 M.D. for plasma. Rate of Fire: One at a time. Payload: 8; four per wing. 3. Scythe-Forearm Vibro-Blades (2): The Blue Hawk has a retractable Vibro-Blade in each forearm, perfect for mixing it up with sea monsters and Xiticix in close combat, and defenders on the decks of ships. Primary Purpose: Anti-Sea Monster. Secondary Purpose: Defense. Range: Close Combat. Mega-Damage: 2D4 M.D. per strike in hand to hand combat and speeds of 60 mph (96 km) or less. 4D4 M.D. at speeds of 61-150 mph (97.6-240 km) and 6D4 M.D. for attacks at speeds greater than that. Dive attacks do 4D4+4 M.D. but count as two melee attacks/actions. 4. Handheld Weapons (optional): Any handheld weapon can be used. Energy weapons are the usual choice because they can be
72 powered by the UEL system. An additional side arm, VibroBlade, extra grenade reloads, and other gear may be carried on one or two belts around the waist. UEL – Universal Energy Link (2, one in each forearm): The Universal Energy Link is concealed under a layer of forearm plating. When needed, the plate opens and extends enough for the EClip connector of the UEL and cable to be removed and plugged into the weapon. The plate armor snaps back into place and a thin cable runs from the back of the forearm, near the wrist, from under the armor and to the weapon in hand. One concealed UEL is built into each forearm. 5. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. Basic or Elite Flying Power Armor Training on page 351 or 352 of Rifts® Ultimate Edition. Damage is based on the Robotic P.S. of 26. Restrained Punch – 1D4 M.D. Full Strength Punch – 1D6 M.D. Power Punch – 2D6 M.D., but counts as two melee attacks. Power Dive Punch – 3D6 M.D., but counts as two melee attacks and all combat bonuses except to strike are reduced by half, including roll with impact. Kick – 2D4 M.D. Leap Kick – 2D8 M.D., but counts as two melee attacks. 6. Sensor Systems & Features of Note: All those standard for power armor plus the following. a) Infrared Searchlight: In the belly, just below the chest, are three infrared searchlights. The light can be used to scan an area at night using the invisible light to avoid detection (only somebody who can also see infrared light will see the beams) and in murky waters. Range: 1,000 feet (305 m). b) Enhanced Radar: While airborne, the Blue Hawk’s radar system can identify and simultaneously track up to 96 different targets. Range: 100 miles (160 km). c) Enhanced Sonar: Can identify and simultaneously track up to 96 different targets for underwater operation. Range: 50 mile (80 km) diameter (25 mile/40 km radius) around the Blue Hawk when it is underwater. Note: The Blue Hawk has a second sonar probe that it can lower into the water while it is still airborne to track underwater targets. The Blue Hawk must hover stationary above the waves (the cable for lowering the sonar probe is only 25 feet/7.6 m long) or moving at a slow speed (under 20 mph/32 km). Sonar readings start to come in after 1D4 melee rounds. d) Built-in Language Translator: Programmed with the nine known languages of the Americas and can hold 12 additional languages. It can recognize and monitor up to three different voices and two different languages or dialects. Level of accuracy is 98.7%, with a three second delay when directed at one individual, but drops to 78% with a six second delay when translating three speakers simultaneously. e) Nightvison Optics: Passive light amplification that allows the pilot to see in the dark as long as there is at least some ambient light. 2,000 foot (610 m) range, but is completely useless in total darkness. Also has infrared and ultraviolet optics (1,000 foot/305 m range) for see in dark and murky water. f) Multi-Camera System: There is are cameras built into the Ion Rifle as well as the chest and eyes of the Blue Hawk power armor. Each has telescopic lenses as well as macro-lenses for close studies, and time lapse capabilities. Telescopic Range: 2 miles (3.2 km) and 12x magnification. Can store 100 hours of video and 4,000 still images. g) Superior Depth Tolerance: Compared to most other power armor, the Blue Hawk has superior depth tolerance at 3,000 feet (914 m). Excellent speed underwater too, see Statistical Data, above. NG-X114 Cougar Close Combat Assault Power Armor The Cougar and the Lynx were both originally designed to work in concert as complementary combat suits for fighting the Xiticix. In fact, the lead designers behind both armors, Tim Frates, Christopher Mangels and Chuck Tawlon, had given the Cougar’s preproduction designation as “Bug Hunter 02.” As such, it has an array of close combat weapons, heavy armor and climbing capabilities. Intended to engage the Xiticix within their very own hives, the Cougar is equipped with extendible Vibro-Blades in its toes and fingers. They enable the armored suit to easily climb up and down the vertical shafts inside Xiticix hives, leap across to the other side and successfully grip the wall or leap into a horizontal tunnel. Such climbing and leaping can be done with inhuman skill and speed. It can also leap, assisted by its thrusters, up into mid-air to fire upon or grab and grapple with a Xiticix as it flies overhead or scurries out from a hiding place on the wall or ceiling. Again, this is where the Cougar’s clawed hands and feet, not to mention its two large, wicked VibroBlades, make it the perfect power armored suit for fighting Xiticix and other monsters in confined environments. The large blades and bladed fingers can parry the Xiticix’s own chitinous claws and melee weapons, while the armor’s built-in weapon systems can make speedy work of others flying in to join the battle or trying to run away with larvae or eggs in hand. Since fierce combat is anticipated, the Cougar is one of NG’s most heavily armored suits. The heavy armor and its bulk make its running speed slower than many Northern Gun power armors, but its thruster assisted vertical and horizontal leaping capabilities more than make up for it, especially inside a Xiticix hive and similar environments. However, the Cougar is much more than just a Xiticix killer and hive raider. The features that make it ideal for combat in the hives also makes the Cougar and its counterpart, the Lynx, ideal for urban assaults, street combat, riot control, rescue missions, prison breaks, and commando raids. The Cougar’s climbing features enable it to scale the sides of buildings, climb up elevator shafts, and leap far enough to carry the power armor-clad warrior a few stories high or bound past a section of stairs that has been blasted away. The power armor can also keep up with the Lynx, leaping from rooftop to rooftop or from an elevated position down to street level and vice versa. This makes the Cougar suit ideal for S.W.A.T. teams, Special Forces, and first responders for operations requiring the rescue of hostages or people trapped on rooftops and the upper floors of buildings. Silver-plate the blade weapons and exchange one of the energy weapons with a slug thrower, and the Cougar becomes a magnificent vampire slaying war machine. These attributes also make the Cougar (and Lynx) uniquely suited for operating in the canyons and buttes of Arizona and Utah, and mountainous terrain, as well as on the streets, inside tunnels and buildings, or for boarding and fighting on ships, submersibles and even spacecraft. The Cougar is also unique in that it is designed for “hands free” combat. Its own hands and feet are deadly melee weapons augmented with a battery of other comparatively close-range weapons that include forearm and shoulder blasters, and grenade launchers. The hands are not intended to hold and fire weapons, operate machinery or perform precision skills. Large weapons designed for bulky Combat Cyborgs and large power armor may be used in a pinch, but even they are fired with a penalty of -2 to strike because the pilot inside the suit cannot get a good grip with the clumsy, clawed combat hands of the Cougar armor. Of course, all built-in energy weapons are inter-
73 nally tied to the power supply of the armor, giving them an unlimited payload. In close-quarters combat, the Cougar is one of the deadliest. Cougar Power Armor Model Type: NG-X114 Class: Urban Assault and Xiticix Fighter Power Armor. Crew: One. M.D.C. by Location: * Head – 90 * Shoulder Laser Blaster (1, right) – 30 * Shoulder Grenade Launchers (2, between each shoulder) – 20 each * Chest Grenade Tube Launchers (6; three per side) – 5 each Left Plated Shoulder (left only) – 70
74 Arms (2) – 90 each * Forearm Vibro-Swords (2, on only one arm, right or left) – 50 each * Forearm Ion Blaster (1, right) – 15 * Forearm Flamethrower (1, left) – 18 ** Finger and Toe Vibro-Claws (20) – 10 each Legs (2) – 145 each * Leg Thrusters (4; two per each leg) – 12 each Hard-Shell Backpack (1) – 35 Hard-Shell Flamethrower Fuel Drum (below backpack) – 25 *** Main Body – 250 * A single asterisk indicates a small or difficult target to hit. They can only be struck when the attacker to makes a “Called Shot,” and even then the attacker is -4 to strike. Destroying the head/helmet eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill. If the helmet is destroyed underwater, the wearer suffers from exposure to deep sea pressure at depths greater than 220 feet (67 m), and takes 2D6 S.D.C./Hit Point damage per melee round and all bonuses are reduced by half. Destroying one thruster reduces leaping speed and distance by 10%. Destroy both on one leg reduces distance and height by 40% ** An even smaller, usually moving target that can only be struck if the attacker makes a “Called Shot,” and even then he is -8 to strike. *** Depleting the M.D.C. of the main body shuts the power armor down completely, rendering it useless. Speed: Running: 50 mph (80 mph) running at top speed. The act of running at top speed tires out the operator, but at 25% of the usual fatigue rate thanks to the augmentation of the robot exoskeleton. However, running at 35 mph (56 km) or less, the operator tires at only 10% the usual rate. Climbing: Speed when climbing even a sheer, straight up or down surface is an impressive 20 mph (32 km). Climbing mountain passes at angles as steep as 50-90 degrees, the wearer of Cougar armor can climb as fast as 35 mph (56 km), and at full speed when the incline is less than 40 degrees, though such “climbs” are always done on all fours. Leaping: A leap unassisted by any thrusters can reach 12 feet (3.7 m) straight up or across; increase by 50% with a running start. A leap assisted by the leg thrusters is 22 feet (6.7 m); increase by 50% with a running start. Cat-like Landings from Great Heights: The Cougar can land on its feet and hit the ground running from heights of 300 feet (91.4 m) without difficulty. At greater heights, up to 700 feet (213 m), the power armor is likely to survive the landing but may take damage. Roll 1D20 to determine the success of the landing. On a roll of 1-10 the suit hits the ground hard, takes 4D6 M.D. and the operator loses 1D4 melee actions/attacks before he is back up on his feet. On a roll of 11-20 the pilot sticks the landing and can continue to move/jump/ run without damage or delay. Drops from greater heights are not possible without potentially life threatening damage: 3D4x10 M.D. to the power armor, 1D4x10 S.D.C./Hit Point damage to the wearer inside the armor, and the operator is also stunned for 1D4 melee rounds before he recovers from the fall and is able to take action again. Power Jumping Travel: Not possible. The thrusters of the Cougar are NOT powerful enough to hover stationary, fly or engage in the power jumping travel like the Aurora Blazer or Lynx. Fly: Not possible. Water: The armor can swim on the surface or underwater at a speed of 5 mph (8 km or 4.3 knots). It can also walk along the bottom of a body of water at 5 mph (8 km or 4.3 knots). Maximum depth is 800 feet (244 m). Special Bonuses of the Cougar Power Armor: +1 on initiative, +2 to parry, +1 to roll with impact and +5% to Climbing skill. Statistical Data: Height: Man-sized at 6 to 7.6 feet (1.8 to 2.3 m) depending on the purchaser. Width: 2.4 to 3 feet (0.73 to 0.9 m) depending on the purchaser. Length: 2-3 feet (0.6 to 0.9 m) depending on the purchaser. Weight: 434 lbs (195.3 kg). Physical Strength: Robot P.S. of 28. Cargo: None, other than the backpack and any belts and pouches that may be worn at the waist. Power System: Nuclear; average energy life is 12 years. Solid Oxide and electric battery versions are also available. Cost: 1.8 million nuclear, 1.2 million Solid Oxide and 879,000 credits electric battery. Silver plating of Vibro-Blades varies depending on current market prices and where the work is being done. At Northern Gun in Michigan, the cost is typically around 22,000-30,000 credits. The cost increases dramatically (double to quadruple) the closer you get to vampire-infested Mexico. Weapon Systems: 1. NG-314 Shoulder Tri-Barrel Blaster (1): Built into the top of the right shoulder is a three-barreled laser array that can fire one, two or three simultaneous blasts. Primary Purpose: Assault and Anti-Personnel. Secondary Purpose: Defense. Range: 1,600 feet (488 m). Mega-Damage: 2D6 M.D. per single blast, 4D6 M.D. per dual blast and 6D6 M.D. per triple blast firing simultaneously at the same target. Rate of Fire: Each single or multiple blast counts as one melee attack. Payload: Effectively unlimited as it is tied directly to the power supply of the armor. Note: This weapon may be substituted with an S.D.C. machine-gunstyle slug thrower of similar size and design. Range is 1,200 feet (366 m). Damage is 6D6+6 S.D.C. per burst of six rounds and payload is 360 rounds, enough for 60 bursts. Ammo can be standard S.D.C. rounds, silver-coated or wooden ammo. The ammo drum is attached under the hard-shell backpack. 2. NG-X114 Forearm Ion Blaster (1): The right arm has a shortrange ion blaster built into the forearm. Point and shoot. Primary Purpose: Assault and Anti-Personnel. Secondary Purpose: Defense. Range: 1,000 feet (305 m). Mega-Damage: 3D6 M.D. per blast. Rate of Fire: Each single blast counts as one melee attack. Payload: Effectively unlimited. 3. NG-XG114 Shoulder Grenade Launchers (2): Located between the neck and shoulders of each arm is a low profile grenade launcher. Grenades may be used against enemy troops, fortifications, to open or or seal an entrance, and to destroy Xiticix eggs and nests. Primary Purpose: Anti-Monster and Anti-Armor. Secondary Purpose: Anti-Personnel and Anti-Fortifications/Wall Breaching. Range: 600 feet (183 m). Mega-Damage: Varies by type.
75 Fragmentation Grenade: 3D6 M.D. per single grenade to a 12 foot (3.7 m) radius. High Explosive/Armor Piercing Grenade: 4D6 M.D. to a 3 foot (0.9 m) radius. Plasma Grenade: 6D6 M.D. to a five foot (1.5 m) radius. Smoke Grenade: Covers a 40 foot (12.2 m) radius in a dense cloud of smoke, obscuring vision and creating cover. Tear Gas Grenade: Covers a 25 foot (7.6 m) radius and makes the eyes and noses of victims not protected by gas masks or environmental armor burn and tear, as well as gags and chokes them (-10 to strike, parry, dodge, -3 on initiative and lose one melee attack as long as they are in the gas cloud and for 1D6+1 melee rounds after exiting it; protected individuals suffer no penalties). Stun/Flash Grenade: Unleashes a bright flash, sparkles and white smoke that temporarily blind victims (-10 to strike, parry, and dodge, -1 on initiative, and lose one melee attack for 1D4 melee rounds). Radius of effect is 4 feet (1.2 m). Hex Grenade: The “Hex” grenade is a pre-Rifts chemical weapon rediscovered by the Coalition States and whose secrets have been recently shared with Northern Gun. It unleashes a smoke cloud that consists of hexachloroethane, grained aluminum and zinc oxides, producing a zinc chloride-oxychloride and hydrochloric acid emission that absorbs the moisture in the air in a 20 foot (6.1 m) radius. The chemical toxicity is created by the strong hydrochloric acid and thermal effect reacting from the zinc chloride and water. The cloud lasts for 1D4+3 melee rounds. Hex Effects as Penalties on Mortal Beings: -2 melee attacks, -6 on Perception Rolls, -4 on initiative, -2 to strike, parry, dodge and disarm, reduce Spd by half, and -20% on skill performance. Half the penalties on supernatural beings. (See Rifts® Northern Gun™ One, page 138, for complete description.) Rate of Fire: Single shot or volley of 2, 3 or 4. Each single grenade or volley counts as one melee attack. Payload: 8 grenades total; each launcher holds four. Once fired, a new payload of additional grenades must be hand-loaded into the launcher. It takes one melee round (15 seconds) to retrieve and load one launcher. Grenade reloads can be carried in the backpack, pouches, or in a satchel or M.D.C. carrying case (holds 24 grenades). When fighting Xiticix or an armored or monstrous enemy, high explosive, plasma and perhaps Hex grenades are the most likely type (all the same) or combination of grenades. (See NG-1 for the complete description of Hex grenades.) 4. Secondary Grenade Launchers (6): Built into each side of the chest are three additional tube launchers that hold additional grenades. A protective plate pops off to fire the grenades. Primary Purpose: Anti-Monster and Anti-Armor. Secondary Purpose: Anti-Personnel and Anti-Fortifications/Wall Breaching. Range: 600 feet (183 m). Mega-Damage: Varies by type. See #3, above, for grenade descriptions. Rate of Fire: Single shot or in volleys of 2 or 3. Each single grenade or volley counts as one melee attack. Payload: 6 grenades total, three in each breast section. Once fired, a new payload of additional grenades must be hand-loaded into the launchers one at a time. It takes one melee round (15 seconds) to retrieve and load all six of the chest launch tubes. Extra grenades can be carried in the backpack, pouches, or in a satchel or M.D.C. carrying case (holds 24 grenades). 5. Large Forearm Vibro-Blades (2): Which of the forearm weapons gets mounted on which arm depends on the preference of the purchaser. In most cases, the large, twin Vibro-Blades are mounted on the left arm. Even in a fully retracted position, the blades extend beyond the fingers and can be used to parry melee attacks and other blades, as well as slash, stab and make backhanded strikes. When engaged in serious combat against sword or spear-wielding opponents, one or both of the Vibro-Swords slide forward, just behind the wrist, providing greater reach and fighting capability. The blades can be positioned to fold forward, fold back, stick straight up, or lay flat and inconspicuous on either side of the forearm blaster. Primary Purpose: Assault and Anti-Personnel. Secondary Purpose: Defense. Range: Melee combat. Mega-Damage: 2D6 M.D. per single Vibro-Sword, 4D6 M.D. per double blade strike. 6. Vibro-Claws (20): Each finger and toe of the Cougar power armor has retractable and extendible claws intended for climbing and combat. In the Xiticix hives and when scaling walls, the claws provide superior grip and footing. In combat, they provide considerable damage in slashing, stabbing and tearing attacks. Primary Purpose: Assault and Anti-Personnel. Secondary Purpose: Defense. Range: Melee combat. Mega-Damage: Hands: Full claw strike (4 fingers and thumb) inflicts 6D6 M.D. (Includes consideration for Robotic P.S.) A single blade for cutting or torture does 1D6 M.D., two blades do 2D6. Can extend one, two or all five blades in the hand. Feet/Vibro-Blade Kicks: A full claw kick (all five toe blades) does 6D6+6 M.D. Only the big toe can extend a single blade independent of the other four and inflicts 2D4+4 M.D. in a kick. (Damage values include consideration for Robotic P.S.) 7. Standard Left Forearm Weapon: Flamethrower (1): A small flamethrower attachment may be built into the forearm on the underside (as shown in the illustration) or on top of it, between the two Vibro-Swords. It is used to flush out bunkers and enemy positions and against foot soldiers and monsters vulnerable to flame. Of course, most animals are afraid of fire too. The flamethrower is small, and has a limited payload. The flamethrower fuel tank is mounted under or on the side of the hard-shell backpack and fed by a hose (3 M.D.) that runs behind the arm. It is designed to be waterproof and comes with valves that automatically seal it off underwater, deactivating it and preventing water from contaminating the napalm reserve. Primary Purpose: Anti-Structure and Anti-Personnel. Secondary Purpose: Anti-Monster. Range: 80 feet (24.4 m). Mega-Damage: 3D6 M.D. to the target and anyone within 10 feet (3 m); double damage to beings vulnerable to fire. Those caught within the reach of the flamethrower’s attack inside small, enclosed areas like bunkers, caves or non-sealed vehicles and without environmental gear or oxygen, must roll to save vs poison (smoke inhalation and lack of air) or be rendered unconscious for 1D4 melee rounds. Rate of Fire: Each burst counts as one melee action/attack. Payload: 3 bursts. The flamethrower can be refueled with militarygrade napalm or use normal diesel/gasoline (reduces damage to 1D6 M.D.). 6 gallon (22.7 liter) fuel reserve. Cost: 50,000 credits as an alternative modular attachment. 8. Handheld Weapons (optional): Not suggested. As noted previously, the Cougar’s hands are designed to be slashing and parrying weapons and are not well suited for handling and firing handheld weapons (-2 to strike) nor operating machinery or performing skills that require a precision or delicate touch (-20% on all skills requiring dexterity and hand control, including Demolitions, Computer Operation, Palming, and so forth). 9. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See Basic or Elite
76 Ground-Based Power Armor Training on page 351 or 352 of Rifts® Ultimate Edition. The damage listed below is based on the Robotic P.S. of 28 and applies to “blunt force” attacks. See #6 Vibro-Claws for the heavy M.D. inflicted by claw attacks and Vibro-Blade kicks. Restrained Punch – 1D4 M.D. Full Strength Punch – 1D6 M.D. Power Punch – 2D6 M.D., but counts as two melee attacks. Kick – 2D4 M.D. Leap Kick – 2D8 M.D., but counts as two melee attacks. 10. Sensors and Special Features of Note: In addition to the standard power armor features, the Cougar comes with the following: a) Standard Helmet Camera and Gun Camera (2): Two “dashcam” style digital cameras built into the helmet and shoulder blaster that see whatever the pilot sees or points his weapon at. No special features beyond the ability to tape 96 hours of video and take 4,000 still photos. b) Voice Modulation: The mouthpiece of the helmet includes a built-in loudspeaker to serve as a bullhorn, a language translator and voice modulator (changes/disguises the wearer’s voice; 20 different variations). c) Nightvison Optics: Passive light amplification that allows the pilot to see in the dark as long as there is at least some ambient light. 2,000 foot (610 m) range, but is completely useless in total darkness. NG-X32 Coyote Light Assault Power Armor The Coyote suit comes from the design team headed by Terrence Carter, Scott Skene and Lawton Shelrac, and was originally conceived as a light exoskeleton for pilots. It has all the standard systems and features of power armor, but lacks the usual heavy plating and mass, making it something of a hybrid between environmental body armor and power armor. The light weight and flexibility of movement combined with modest robotic speed and strength do, indeed, make the Coyote appealing to combat pilots of all kinds – aircraft, tanks, robots, etc. – but it has also found favor amongst military Special Forces, spies, professional thieves, assassins, raiders and pirates. One of the most appealing aspects of the Coyote power armor is that it is thin enough that jumpsuits, fatigues, long coats and other clothing (albeit, a few sizes larger) can be worn over it. Spies and special operatives love this, because they can conceal the power armor under clothing to appear to be ordinary troops or workers. A ploy that gives the operative a serious advantage, especially in close combat, with the enhanced speed, Robotic P.S. and armor protection of power armor. Disguise and armor is a rare combination when it comes to any type of M.D.C. armor, so the Coyote is unique and welcomed in that regard. The ability to wear large, loose clothing over the power armor means the operative can, in effect, disguise his appearance and walk among ordinary soldiers and civilians without being recognized as the power armored threat he really is. Underneath the fatigue or jumpsuit is the light exoskeleton armor that gives the wearer the protection of M.D.C. body armor, augmented speed and strength, and built-in weapons. Under the right circumstances, this gives the wearer the element of surprise and the ability to mix it up with Juicers, Crazies, Headhunters, Combat Cyborgs, and powerful D-Bees – at least for a little while. And when it comes to espionage, theft and assassination, that element of surprise and comparatively minor augmentation can make all the difference in the world. Even when the Coyote armor is worn out in the open, it is often mistaken for body armor, not power armor. The Coyote has modular housings and mountings built into the back of the armor to accommodate a hard-shell environmental backpack (comes standard with the armor), or the jet packs of most manufacturers, including NG, Wilk’s and Triax. Thieves, raiders and pirates love being able to fly in and out in quick, hit and run-style raids, or to make a quick escape if a stealth mission goes bad. The Coyote is another NG power armor that comes standard with a handheld assault weapon that is exclusive to that armor. In this case it is a dual laser and ion rifle designed for sniping and precision shooting. When found on the secondary market, the X132 Deathmark assassin’s rifle sells for 35,000–50,000 credits; poor availability. It is not currently offered without the armor. Coyote Power Armor Model Type: NG-X32 Class: Light Special Operations Power Armor. Crew: One. M.D.C. by Location: * Head – 70 Arms (2) – 50 each Legs (2) – 75 each ** EBA Backpack (standard) – 25 * Forearm Laser (1, right) – 15 * Forearm Vibro-Blade (1, left) – 20 *** Main Body – 120 * A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike. ** Environmental Backpack may be swapped out for an NG jet pack. *** Depleting the M.D.C. of the main body will shut the power armor down completely, making it useless.
77 Speed: Running: 34 mph (54.4 km) maximum. The act of running tires out the operator, but at 20% of the usual fatigue rate thanks to the robot exoskeleton. Leaping: The powerful robot legs can leap up to 10 feet (3 m) high and 16 feet (4.9 m) across. Flying: None, except with a jet pack on the back (costs extra) or a glider like the one used by the Silent Shadow power armor (costs extra). Water: The Coyote is not designed for use in the water, but can swim in water or walk along the bottom at 3 mph (4.8 km/2.6 knots). Maximum depth is 500 feet (152 m). The act of swimming tires the wearer of the suit, but at 30% of the usual fatigue rate. Statistical Data: Height: Man-size, generally 5.6 to 7.6 feet (1.7 to 2.3 m). Width: 2 to 3 feet (0.6 to 0.9 m). Length: 2 to 3 feet (0.6 to 0.9 m) with jet pack or backpack. Weight: 142 lbs (64 kg). Physical Strength: Robot P.S. of 22. Cargo: None. Power System: Nuclear is standard; average energy life is 10 years. Cost: 989,000 credits nuclear or 732,000 Solid Oxide; both sell about equally well. Weapon Systems: 1. NG-X132 “Deathmark” Dual Sniper Rifle: Exclusive to the Coyote power armor, the Deathmark is a precision weapon that combines an ion rifle (the top barrel) and a laser rifle (bottom barrel). Both are single shot and designed for accuracy and sniping. The laser has superior range, the ion blaster superior stopping power. Comes standard with telescopic passive nightvision scope (2,000 foot/610 m range) with crosshairs for targeting. It takes two E-Clips, one in the handle for the laser and one in the stock for the ion blaster. When not needed, the handheld weapon can be slung over the shoulder via a removable carrying strap. The Deathmark Sniper Rifle has excellent balance, aim and targeting capabilities. It is ideal for taking out specific targets such as sensor pods, tires and communications antennas as well as sniping. Primary Purpose: Precision Shooting and Targeting. Secondary Purpose: Assault. Range: Laser: 2,000 feet (610 m). Ion Beam: 1,200 feet (366 m). Mega-Damage: Laser 3D6 M.D., ion beam 4D6+2 M.D., per single shot. Rate of Fire: Each blast counts as one melee attack. Only the laser or the ion beam can be fired at one time, not both. Bonus: +1 to strike on an Aimed/Called Shot. Payload: 20 laser blasts per standard E-Clip and 10 ion blasts per E-Clip. 2. Forearm Laser (1, right): A low profile, light, short-range laser is built into one of the forearms; usually the right one. It is for close combat, sabotage and self-defense. Primary Purpose: Assault and Sabotage. Secondary Purpose: Defense. Range: 1,000 feet (305 m). Mega-Damage: Laser 2D6 M.D. per single shot. Rate of Fire: Each blast counts as one melee attack. Payload: Effectively unlimited as it is tied to the power supply of the power armor. 3. Forearm Vibro-Blade (1, left): A small Vibro-Blade is built into the forearm of the other arm, usually the left, for cutting, slitting throats, sabotage and close combat. Range: Arm’s length; melee combat. Mega-Damage: 1D6 M.D. 4. Handheld Weapons (optional): Any other or additional handheld weapons such as a side arm, Vibro-Blade, shotgun or backup weapon may be used by the wearer of Coyote power armor. Such items may be carried on one or two belts around the waist, or in a carrying bag. 5. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See GroundBased Power Armor Training on page 352 of Rifts® Ultimate Edition. Damage as per Robotic P.S. of 22. Restrained Punch – 6D6 M.D. Normal Punch – 1D4 M.D. Power Punch – 2D4 M.D., but counts as two melee attacks. Kick – 1D6 M.D. Leap Kick – 2D6 M.D., but counts as two melee attacks. 6. Sensor Systems and Features of Note: All the usual for power armor plus the following. a) Built-in Language Translator: Programmed with the nine known languages of the Americas and can hold 12 additional languages. It can recognize and monitor up to three different voices and two different languages or dialects. Level of accuracy is 98.7% with a three second delay when directed at one individual, but drops to 78% with a six second delay when translating three speakers simultaneously. b) Nightvison Optics: Passive light amplification that allows the pilot to see in the dark as long as there is at least some ambient light. 2,000 foot (610 m) range, but is completely useless in total darkness. c) Multi-Camera System (helmet): Each of the two cameras has a telescopic lens and can be useful for targeting. Telescopic Range: 2 miles (3.2 km). Can store 100 hours of video and 4,000 still images. d) OPTIONAL NG Jet Packs: Any Northern Gun jet packs can be used by this power armor suit; so can most models made by competitors. Comes standard with the Wild Coyote Jet Pack. A small, personal jet pack capable of sustained flight, the Wild Coyote is the newest in a line of NG personal flying devices. This one is the most compact and designed for short flights, boarding ships, and commando-style raids. It comes as a backpack that connects to mountings in non-environmental, EBA and light power armor suits. It is not suitable for anyone not wearing armor. The control unit is linked to the communication system of the body armor or helmet and responds to verbal commands or spoken codes. It can also be programmed to respond to codes typed in on a mini-wrist computer. Crew: One armored rider. Maximum Speed: 80 mph (128 km); combustion, Solid Oxide or electric systems. For power armors, the Wild Coyote can be wired to draw upon the power supply of the armor itself for unlimited flight capabilities and range. However, 96% of those who use a jet pack require it to be a separate, removable, even disposable, piece of equipment to be used as necessary, not a permanent part of the armor. Maximum Range: Combustion 200 mile (320 km) range, electric 600 miles (960 km), and Solid Oxide 1,200 miles (1,920 km). Nuclear is unlimited, with a ten year service life. Maximum Altitude: 900 feet (274 m). Size: 2.4 feet (0.73 m), 40 lbs (18 kg). M.D.C. Main Body: 35. Cost: 52,000 credits for combustion system, 70,000 for electric and 290,000 for Solid Oxide. 910,000 credits for nuclear. Weapons: None are built into the jet pack, but the flyer can wield normal handguns and rifles in flight.
78 Defender (J.A.P.E. II) There was some debate as to whether or not the Defender power armor should even be presented here among NG power armor, as it has NEVER been mass produced or sold by Northern Gun. The J.A.P.E. II, or Defender as it has come to be known, was an experimental prototype REJECTED by Northern Gun engineers and never produced by the company. And with good reason. (See Weapon Systems #1, below, for details about defects.) The Juicer Apprehension Powered Exoskeleton or J.A.P.E., renamed the Defender by Black Market sellers, was developed by Northern Gun engineers Kevin Kirsten and Vince Martin. The idea was to create a power armored suit that could stem the growing tide of crime committed by Juicers, Crazies, and enhanced humans and D-Bees in the cities of the Midwest. The main goal of the project was to create a powered exoskeleton that could match the speed and strength of the chemically augmented super-humans, as well as to develop a method of non-lethal capture suitable in confined quarters and urban settings. A prototype suit was built in 90 P.A., without any weapon systems. A year later, a number of experimental, non-lethal weapon designs were added to the suit. However, the project was soon shelved due to a number of defects and a lack of interest to develop it further. Instead, Northern Gun turned its attention to creating more deadly types of armor like the JK1A and JK1B Juicer-Killers. A decade later, the Black Market stole the plans for the J.A.P.E. system during a raid on Northern Gun’s R&D labs. The heads of the Black Market saw potential for the suit with a few modifications. For the last six years, the J.A.P.E. II, more commonly known as the Defender, has been sold by the Black Market at free trade centers and trading posts throughout the badlands of North America. The armor features a variety of non-lethal and lethal weapon systems, including a high-powered stun rifle, grenade launchers and variable frequency lasers. The stun system makes it desirable by humane law enforcement agencies in such places as Laramy, Ciudad Juarez and Kingsdale. By the same token, some bandits in the Pecos Empire, as well as pirates, slavers and other criminals everywhere, have found the Black Market’s Defender good for kidnaping people – using the non-lethal settings of the Neural Disruptor Rifle, Capture Assault System, and riot control grenades to stun and capture their victims, raid ships without killing, and to control and transport slaves and captured animals. Defender/JAPE II Power Armor Model Type: BM-JAPE II – a rejected, experimental NG design stolen and sold by the Black Market. Class: Urban Assault & Capture Exoskeleton. Crew: One. M.D.C. by Location: * Head (reinforced) – 90 Arms (2) – 65 each Shoulder Plates (2) – 65 each * Shoulder Grenade Launchers (2) – 35 each * Forearm-Mounted Variable Lasers (3, right) – 15 each * Forearm Capture System (1, left) – 20 * Neural Disruptor Rifle – 50 Legs (2) – 120 each ** Main Body – 210 * A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike. Destroying the head/helmet eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill. If the helmet is destroyed underwater, the wearer suffers from exposure to deep sea pressure at depths greater than 220 feet (67 m), and takes 2D6 S.D.C./Hit Point damage per melee round and all bonuses are reduced by half. ** Depleting the M.D.C. of the main body will shut the vehicle down completely, making it useless. Speed: Running: 120 mph (192 km) maximum. Note that the act of running does tire the operator, but at only 30% of the usual rate at speeds of 90 mph (144 km) and greater. The fatigue rate is only 10% when running speed is kept below 70 mph (112 km). Leaping: The powerful robot exoskeleton allows the operator to leap up to 30 feet (9.1 m) high or across unassisted by the jet boosters. A jet thruster assisted leap can propel the unit up to 120 feet (36.6 m) high and 200 feet (61 m) across. This is not flight, although the operator can maintain the thrusters to hover in place for up to 1D4 melee rounds before they begin to overheat and the Defender becomes wobbly and floats back to the ground. Flying: Not possible. Water: The Defender/J.A.P.E. II is not designed for use in the water, but can swim in water or walk along the bottom at 3 mph (4.8 km/2.6 knots). Maximum depth is 500 feet (152 m). The act of swimming tires the wearer of the suit, but at 20% of the usual fatigue rate.
79 Statistical Data: Height: 8 feet (2.4 m). Width: 2 feet, 8 inches (0.8 m). Length: 4 feet (1.2 m). Weight: 1,400 1bs (630 kg) fully loaded. Physical Strength: Robot P.S. of 24. Cargo: None. Power System: Nuclear; average energy life is 10 years. Cost: 1.1 million credits for a new, fully powered Defender complete with Neural Disrupter Rifle and a full complement of grenades. As a rejected, experimental NG prototype design stolen by the Black Market, Northern Gun has made a point of publicizing the “dangers” and “pitfalls” of the Defender/J.A.P.E. II, which has made it difficult for the Black Market to sell even at the low price of 1.1 million credits. Availability is poor, at best. Still, slavers, kidnappers, lawmen and some others find the Defender to have its uses. Even “used” Defenders with 1D4x10% less M.D.C. for the main body seldom sell for less than 800,000 credits. Its price bolstered by the armor’s lack of easy availability. Weapon Systems: 1. Neural Disruptor Rifle: The rifle fires a concentrated electrical pulse that disrupts the target’s neural impulses, affecting all functions of the body, from cognitive thought to simple motor reflexes. The weapon has two settings. Setting one is meant to be used on unaugmented humanoids, while setting two is specifically geared towards Juicers, other augmented humans and big, nasty D-Bees. The major advantage of the rifle is that the pulse blast affects those in most non-environmental M.D.C. body armor and even light EBA (Environmental Body Armor) with 50 M.D.C. or less. Those in non-environmental armor with 51-80 M.D.C. points or who are themselves mortal M.D.C. beings with less than 81 M.D.C. are +6 to save. Note: Full conversion cyborgs, MegaJuicers, Dragon Juicers, dragons, creatures of magic, supernatural beings and people inside heavy armor, power armor, vehicles, or robots are impervious. Primary Purpose: Anti-Juicer/Anti-Personnel. Secondary Purpose: Assault. Range: 1,200 feet (366 m). Mega-Damage: Two types: Setting One: The pulse inflicts 2D6 S.D.C. and the victim must roll to save vs non-lethal poison (16 or higher to save). A successful save means that the victim only loses initiative and one melee attack, and is -3 on all combat rolls (Perception Rolls, initiative, strike, parry, dodge, etc.) for 1D4 rounds. A failed roll to save means that the character has no Perception Roll bonus, no initiative, attacks per melee are reduced to one, all combat rolls are -7, skill performance is -60%, and speed is reduced by 90%, plus he suffers from painful seizures inflicting 1D6 S.D.C. per round for 2D4 rounds. Setting Two (lethal to ordinary people): This setting is geared for augmented humans and is likely to kill normal humans. Inflicts 2D6x10 S.D.C. (roughly one M.D. point) and the victim must roll to save vs non-lethal poison (16 or higher to save). A successful save by ordinary humans means the character takes 10% of the damage noted above (full damage if he fails to save), but is -10 to all actions, has no initiative, attacks per melee are reduced to one, skill performance is -80%, and speed is reduced 95%, plus he suffers from painful seizures inflicting 1D6 S.D.C. per round for 2D4 minutes, if he survives at all! A successful save by a Juicer or other augmented victim means the character suffers one third the damage noted above, is -5 on all combat rolls (Perception Rolls, initiative, strike, parry, dodge, etc.) and speed is reduced by 30% for 1D4 rounds. A failed save by a Juicer or other augmented opponent (Crazy, powerful D-Bee, etc.) means that the character is -7 to all actions, has no initiative, attacks per melee are reduced to only two, skill performance is -60%, and speed is reduced by 80%, plus he suffers from painful seizures inflicting 4D6 S.D.C. per round for 2D4 rounds. Rate of Fire: Up to four blasts per melee maximum. Payload: Effectively unlimited when tied into the nuclear power supply of the power armor. 6 Setting One blasts or 3 Setting Two blasts from a standard E-Clip (a Setting Two blast counts as two light blasts). A failed experiment NOT available from Northern Gun: This weapon and the Defender power armor, itself, were both developed to be the ultimate answer to stopping powerful M.D.C. D-Bees, criminals and enhanced humans running amok in the Midwest. However, both are failed experiments and Northern Gun does NOT sell either one on the open market. A version of these weapons and armor are sold by the Black Market, but it has NEVER been able to fix any of the following problems: ! The Neural Disruptor Rifle has a bad habit of shorting out and stunning its wielder (same save and effects as above) EVERY TIME it is fired after the gun loses half or more of its 50 M.D.C., and whenever it gets drenched, even from a steady rain. ! Range is inconsistent. Roll to determine range EVERY TIME the ND-Rifle is fired: 1D6x100+600 feet (213 to 366 m). ! The ND-Rifle completely stops working when the weapon’s M.D.C. is reduced to 18 or less. ! Most ND-Rifles are tied to the power armor’s energy supply. However, it saps and drains the energy, reducing the range of communications and optic systems by 1D4x10% (roll each time the system is used), and likewise reduces the armor’s speed and leaps by 1D4x10% (roll for each sprint or leap). This drainage and fluctuation continues even after the rifle is disconnected or destroyed! The internal control mechanism inside the power armor that sends power to the rifle must be removed to stop the problem, but that costs 250,000 credits and for reasons unknown, permanently reduces the power armor’s speed and leaping ability by 30%, and inflicts a permanent -1 penalty to all combat actions (initiative, strike, parry, dodge, etc.). 2. Shoulder-Mounted Grenade Launchers (2): Two anti-personnel grenade launchers are built behind the shoulders of the power armor. Primary Purpose: Anti-Personnel. Secondary Purpose: Defense. Range: 1,200 feet (366 m). Mega-Damage: Varies with the type of grenade. Any can be used but standard issue is tear gas. Covers a 25 foot (7.6 m) radius and makes the eyes and noses of victims not protected by gas masks or environmental armor burn and tear, as well as gags and chokes them (-10 to strike, parry and dodge, -3 on initiative, and lose one melee attack as long as they are in the gas cloud and for 1D6+1 melee rounds after exiting it; protected individuals suffer no penalties). Rate of Fire: One at a time, or in volleys of two, four or six. Payload: 24 total; 12 per each launcher. All the grenades can be the same or a mixture of two or more types. 3. Forearm-Mounted Variable Frequency Lasers: Three medium-powered lasers are built into the right forearm. They can be fired one at a time or in linked fire for dual or triple bursts. Range is impressive at 2,000 feet (610 m), but accuracy is not (-1 to strike) beyond 1,200 feet (366 m); point and shoot. The targeting computer within the suit will adjust to an opponent’s armor
80 within 1D4 melee rounds and re-calibrate the laser’s frequency to best penetrate and damage his opponent’s armor. Primary Purpose: Assault. Secondary Purpose: Defense. Range: Optimum range is 1,200 feet (366 m) or closer. -1 to strike at greater range up to 2,000 feet (610 m). Mega-Damage: 2D6 M.D. per single blast, 4D6 M.D. per double blast or 6D6 M.D. per simultaneous triple blast at the same target. Rate of Fire: Each shot counts as one melee attack. Payload: Effectively unlimited as each is tied into the armor’s power supply. 4. Forearm Capture System (1): The capture system is built into the left arm. Load, point and shoot. It works along the same lines as a rail gun or electromagnetic mass driver. But instead of firing slugs or metal bearings, the weapon fires Mega-Damage polymer bolas at rough speeds of up to 200 mph (320 km). Victims of this attack are bound by a high tensile, polymer wire that is resistant to damage (M.D.C. of 12). Entangled victims must have a Supernatural Strength of 20 or a Robot Strength of 28 or higher to break free. Entangled victims cannot run, lose initiative, and all combat bonuses are reduced by half. Primary Purpose: Capture. Secondary Purpose: Defense. Range: 300 feet (91.4 m). Damage: None as a rule, because the bolas are designed to entangle the legs/feet and entangle the target. Cutting free requires a suitable weapon and inflicting 12 M.D.C. to the cord that has entangled the legs. The act of cutting oneself free takes 1D4+1 melee actions. Rate of Fire: One. Must reload after every shot. Reloading counts as 1D4 melee attacks depending on how quickly the power armor pilot can produce another load, and load it in the forearm launcher. Payload: One, with 10 reloads that come standard with the Defender. 5. Handheld Weapons (optional): Any other or additional handheld weapons such as a side arm, Vibro-Blade, Neural Mace, shotgun, gladiatorial style net, or backup weapon may be used by the wearer of Defender power armor. Such items may be carried on one or two belts around the waist, or in a carrying bag or backpack. 6. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See GroundBased Power Armor Training on page 352 of Rifts® Ultimate Edition. Damage as per Robotic P.S. of 24. Restrained Punch – 6D6 S.D.C. Normal Punch – 1D4 M.D. Power Punch – 2D4 M.D., but counts as two melee attacks. Kick (special) – 2D6 M.D. Leap Kick (special) – 4D6 M.D., but counts as two melee attacks. Bonus: A skilled power armor pilot with the above skill gets an additional bonus of +1 to dodge and roll with impact at levels 2, 6 and 12. 7. Sensors and Features of Note: Comes only with standard features. NG-X11 Delilah The Samson is Northern Gun’s most famous and popular suit of power armor. Some insist it is every bit as iconic as the Glitter Boy. As a result, the design team spearheaded by Michael Miles, Thaddeus Ryker and Nate Wollscrah, decided to create a female power armor to complement the Samson, called the Delilah. Though originally conceived as a female gender specific armor, the final product comes in both male and female styles. The feminine Delilah model has a sleek and curvy female shape and numerous optional female cosmetic features available for customers who might want to customize their ride with feminine attributes. For example, many women pilots often adorn Delilah’s helmet with a ponytail, dreadlocks, tassels, leather strips, or a mane of synthetic hair. Additional features like rhinestones and custom paint designs are also available. Most cosmetic additions are inexpensive, costing anywhere from 50-200 credits, and custom paint jobs run 1,000-6,000 credits depending on how elaborate it may be. The male version, nicknamed “Del,” has a Triax-inspired “cyclopean” helmet design and a less curvy body, but is essentially the exact same power armor. Though available in models for both genders, 62% of sales are the Delilah model sold to female warriors, but even a quarter of the more masculine “Del” models are purchased by women. The illustration shows the feminine model in the foreground and masculine model in the background. Both have virtually identical stats and vary only in stylization, helmet and cosmetic features. The Delilah and Del are designed to complement and closely match the famous Samson X-9. This includes excellent running speed, jumpjet capabilities and versatility in combat. All of which also makes them suitable for fighting Xiticix and raiding hives, as well as handling most infantry and combat duty. Like the famous Samson, the Delilah and Del are all-purpose assault suits that, while designed as infantry units, function well in a wide range of combat roles: front-line infantry, infantry support, fast response, commando strikes, reconnaissance patrols, guard duty, escort duty, raids, boarding ships and amphibious operations, among others. Also like the Samson that inspired it, the Delilah is tall at nearly 10 feet (3 m) and heavily armored. Delilah (and Del) Power armor Model Type: NG-X11 Note: Stats, weapons and sensors for the feminine and masculine models of the Delilah and Del are identical in every way. Class: Armored Infantry Assault Suit with Xiticix-fighting capabilities. Crew: One. M.D.C. by Location: * Head – 90 * Ion Blaster (1, head) – 15 Shoulders (2) – 90 each * Shoulder-Mounted Mini-Missile Launcher – 40 * Shoulder Plasma Pulse Ejectors (2) – 25 each * Forearm Blades (2) – 50 each Arms (2) – 60 each Hands (2) – 20 each Legs (2) – 120 each * Jumper Leg Thrusters (8; four per leg) – 15 each * Headlights (4, chest) – 6 each Main Jet Thruster Backpack Unit – 100 ** Main Body – 270 * A single asterisk indicates a small and/or difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike.
81 Destroying the head/helmet eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill. If the helmet is destroyed underwater, the wearer suffers from exposure to deep sea pressure at depths greater than 220 feet (67 m), and takes 2D6 S.D.C./Hit Point damage per melee round and all bonuses are reduced by half. ** Depleting the M.D.C. of the main body will shut the vehicle down completely, making it useless. Speed: Running: 120 mph (192 km) maximum. Note that the act of running does tire out its operator, but at 20% of the usual fatigue rate at high speeds. Fatigue is reduced to 10% when maintaining a speed of 70 mph (112 km) or less.
82 Leaping: The powerful robot legs can leap up to 20 feet (6.1 m) high or across unassisted by the jet boosters; increase by 30% with a running start. A jet booster assisted leap can propel the unit up to 100 feet (30.5 m) high and 200 feet (61 m) across; increase by 30% with a running start. This is not flight. Flying: None. Momentary hovering and cushioned landings are possible. After leaping upward, the power armor can hover to hold its position there for one melee round (15 seconds) before it becomes unstable and quickly drifts back down to the ground. This is great for getting a quick bird’s-eye view above the tree line, smoke or buildings. A leap straight up or at a slight angle can also be used to jump up onto rooftops, on top of vehicles or to try to snare low-flying opponents. Cat-Like Landings from Heights: The Delilah can drop or leap down, using its back and leg thrusters to land without risk of damage, from heights as great at 300 feet (91.4 m), using its thrusters to slow its descent to land softly on its feet and ready for action. Reduce this height by half if the main, back thruster system is destroyed. Drops from heights greater than 300 feet (91.4 m) up to 600 feet (183 m) are trickier. The power armor is likely to survive the landing but may take damage. Roll 1D20 to determine the success of the landing. On a roll of 1-10 the suit hits the ground hard, takes 4D6 M.D. and the operator loses 1D4 melee actions/attacks before she’s back up on her feet. On a roll of 11-20 the pilot sticks the landing, and can continue to move/jump/run without damage or delay. Drops from greater heights are not possible without potentially lifethreatening damage: 2D6x10 M.D. to the power armor, 6D6 S.D.C./ Hit Point damage to the wearer inside the armor, and the operator is stunned for 1D4 melee rounds before she recovers from the fall and is able to take action again. Water: The Delilah is not designed for use in the water, but can swim at 20 mph (32 km or 17.3 knots) or walk along the bottom of a body of water at 10 mph (16 km or 8.6 knots). Maximum depth is 1,000 feet (305 m). Statistical Data: Height: 9 feet, 6 inches (2.9 m). Width: 4 feet (1.2 m). Length: 4 feet (1.2 m). Weight: 540 lbs (243 kg). Physical Strength: Robot P.S. of 28. Cargo: None. Power System: Nuclear; average energy life is 12 years. Solid Oxide and electric battery versions are also available. Cost: 1.5 million credits for nuclear, 1.1 million for Solid Oxide and 825,000 credits for electric battery. Weapon Systems: 1. NG-MML11-12 Storm Mini-Missile Launcher (1, right shoulder): This NG mini-missile launcher is designed for the Delilah to rain down on its adversaries with thunderous pounding from afar or in heated combat where the power armor needs its range and power. The launcher can fire straight up or in a 90 degree forward facing arc. When not needed, the Storm Launcher stows on the back in a manner similar to the Glitter Boy’s Boom Gun. The launcher can fire in the stowed position or be made to move into a forward position via voice command. Primary Purpose: Anti-Aircraft, Anti-Missiles and Assault. Secondary Purpose: Anti-Armor and Defense. Range: One mile (1.6 km). Mega-Damage: Varies with missile type used. Usually Plasma (1D6x10 M.D.) or A.P./Heat Rounds (1D4x10 M.D.), but any type can be used. Rate of Fire: One at a time or in volleys of 2, 4 or 6. Payload: 12 total. Can be reloaded by hand if extra mini-missiles are brought along. It takes another person two melee rounds (30 seconds) to reload six missiles into the launcher. This must be done from the back of the Delilah armored suit, which is why another person must do the loading. 2. NG-X2-11 Plasma Ejectors (2): Mounted on each forearm of the Delilah power armor is a plasma ejector that discharges powerful plasma blasts. It is a straightforward point and shoot weapon with fair range. Primary Purpose: Anti-Personnel and Assault. Secondary Purpose: Close Combat and Defense. Range: 1,000 feet (305 m). Mega-Damage: 4D6 M.D. for a single shot or 1D4x10 from a dual blast from both arms pointed at the same target. Rate of Fire: Each single blast or dual firing counts as one melee attack. Payload: Effectively unlimited. 3. NG-X1-11 Ion Blaster (1, head): A low-profile ion blaster is built into the crest of the helmet of the feminine Delilah and appears as the Cyclopean eye on the masculine version, giving both models of the power armor a hands free weapon. Wherever the head looks/points, the weapon can fire, so head movement is a must. Can fire a single blast or a rapid-fire pulse. Primary Purpose: Anti-Personnel. Secondary Purpose: Assault. Range: 1,200 feet (366 m). Mega-Damage: 3D6 M.D. for a single blast or 1D4x10 M.D. for a multiple pulse. Rate of Fire: Each blast or multiple pulse counts as one melee attack/ action. Payload: Effectively unlimited for nuclear and Solid Oxide models, 45 blasts (15 pulses) for electric battery. 4. Forearm Vibro-Blades (2): One retractable Vibro-Blade is housed in each forearm beneath the plasma ejectors. Primary Purpose: Assault and Close Combat. Secondary Purpose: Defense and Climbing. Mega-Damage: 2D6+1 M.D. per attack. 4D6+2 M.D. from a stab/ impaling power punch, but counts as two melee attacks. Note: Both damage values listed include consideration for the Robot P.S. 5. Handheld Weapons (optional): The hands of the Delilah (and Del) are articulated enough to use other large, handheld weapons designed for large power armor, robots and Combat Cyborgs for added fire power. Man-sized weapons are too small for this oversized power armor suit. Such weapons may be carried in hand or slung over the shoulder on a strap or in a carrying bag. A large side arm, such as an oversized Vibro-Swords could be carried in a scabbard on a belt at the waist. 6. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See Basic or Elite Ground-Based Power Armor Training on page 351 or 352 of Rifts® Ultimate Edition. Damage is based on the Robotic P.S. of 28. Restrained Punch – 1D4 M.D. Full Strength Punch – 1D6 M.D. Power Punch – 2D6 M.D., but counts as two melee attacks. Kick – 2D4 M.D. Leap Kick – 2D8 M.D., but counts as two melee attacks. 7. Sensors and Features of Note: Comes with all the standard features common to power armor.
83 NG-X44 Demon Slayer The Demon Slayer is a new power armor that has garnered Northern Gun a great deal of attention by some people. It was conceived by the R&D team spearheaded by engineers Andy Hegert, Chris Jones, Jacob Rich and Carl Wathelson. The concept was simple, to create a power armor well suited to fighting not just any “monsters,” but demons and other supernatural threats. Unlike most Northern Gun power armor and vehicles which are usually designed for versatility and a wide range of functionality, the Demon Slayer power armor is designed strictly for the task of fighting and destroying demons and supernatural monsters. While it can hold its own against many other opponents, it is likely to be outgunned and overpowered by traditional infantry power armor, combat robots, and vehicles, as its true strength and purpose is fighting the supernatural. To that end, the power armor is something of a walking arsenal of weapons coated in silver and capable of firing wooden stakes and ammunition made of wood or coated in silver. Its primary handheld weapon is a sort of pole arm with a large, wicked looking, silver-plated Vibro-Sword on both ends. This makes it possible to use martial art style moves to slash and stab enemies in front, behind and to the side in a fluid motion. When desired, the blades can be separated at the middle to have a sword in each hand. This is especially appealing to Cyber-Knights and warriors trained in swordsmanship. When no longer needed, the blades snap back together to form one large weapon that is carried as one piece in one hand and leaves one hand free for other things. Against supernatural foes vulnerable to silver – which includes vampires, werebeasts and most demons – the Vibro-Blade feature is unnecessary and turned off, because silver alone is enough to slay such monsters. When fighting armored troops and creatures affected by M.D. weapons, the Vibro-Blades are activated to inflict Mega-Damage. Wooden stakes can be fired from the right forearm and fiery plasma blasts from the left. Hex and other grenades are carried in the hard-shell compartments that line the side of the armor’s rib cage (two in each, eight total) and more can be carried in belt pouches. Thursters in the lower legs enhance leaps and the ability to dodge and move quickly, and a flamethrower and its fuel drum are concealed in the back for use against beings vulnerable to fire. To use it, the wearer of the suit reaches back to unhook a short nozzle attached to a hose. Point, press the trigger, and shoot blasts of fire. The flamethrower is usually mounted on the side of the dominant hand. The spine of the Demon Slayer power armor is lined with fins that are actually silver-plated blades. These blades run from the waist up over the neck, and even the crest of the helmet is a silver-coated blade. This is done to discourage savage supernatural predators from leaping on top of the warrior from behind lest they cut or impale themselves on the silver blade-fins (suffering 5D6 M.D.). It should be noted that wearers of the Demon Slayer suit must learn to tread carefully, as the blade-fins and double-ended sword are hazardous to others. If not careful, they can damage seats and furniture, accidently cut innocent bystanders and hurt teammates who get too close. Matters are further complicated by the fact that the “weapon collar” connected to the back of the armor impairs peripheral vision, so accidents, especially in combat may occur. The weapon that has most people talking, however, are the two, independent action, robot weapon arms. “Inspired” by the Juicer Killer, without blatantly infringing upon the CS designs, each weapon arm can identify, target and fire upon a different supernatural target independent of the power armor operator. That means the wearer of the power armor suit can direct his attention on one specific opponent while the two weapon arms fire at others. In the alternative, both weapon arms and the power armor pilot can direct all their efforts on the same target to take it down as quickly as possible. If the Demon Slayer has a drawback, it is that the power armor is top-heavy with the weapon arms, ammo drums and computer/sensors all being above the chest and shoulders contained within the large, heavy collar or umbrella-like portion of the armor. This makes running, leaping and quick hand to hand response difficult (-20% to skills such as Acrobatics, Gymnastics, Prowl and Swim, and -1 on Perception Rolls, -1 on initiative, -1 to dodge and -1 to roll with impact). The large weapon collar also limits peripheral vision to about 90 degrees. This is especially true when the sensors and targeting computer system are knocked out. If the computer and its sensors are destroyed, the power armor pilot loses the extra four attacks per melee round and is suddenly more vulnerable to enemy attacks. However, as long as the computer is up and running and the two gatling gun arms are intact, the guns can target and fire upon enemies independent of any attacks being made by the wearer of the suit. Of course, the power armor pilot can designate which enemies to fire upon, but after he has done so, the robot arms function independent of him, in effect providing four extra attacks per melee as long as they are operational. Each gatling gun fires demon-slaying rounds of silver and/or wood ammunition. In fact, some wearers of Demon Slayer power armor load one gun with silver rounds and the other with wood rounds, or a combination of wood and silver (typically every fourth or fifth round is wood) for engaging creatures of magic and supernatural foes vulnerable to such things. The ammo drums for these weapons are housed inside the protective collar/umbrella on the back. NG does not take the presence of demons lightly, and appreciates those who hunt and destroy all things demonic. For this reason, the corporation works hard to keep the Demon Slayer power armor in stock and the price point as low as possible while still making a decent profit. This has made groups such as Reid’s Rangers of Mexico, the Cyber-Knights, vampire hunters and demon slayers across the continent extremely happy and grateful. Though no one knows it now, in a few months, releases like the Demon Slayer will make the designers at Northern Gun seem like oracles who glimpsed the future. Only NG has had the presence of mind to create power armor, robots and weapons for combating the supernatural. Even the mighty Coalition States has been more focused on rooting out magic and D-Bees, and securing their own power base than preparing for a possible invasion from supernatural forces. When the Minion War erupts on Rifts Earth – unleashing new waves of demon plagues and legions of supernatural horrors into the world – it is Northern Gun to whom many people – human and DBee – will turn. Power armor such as the Demon Slayer, as well as the Cougar, Lynx, Mantis and others suitable for easy modification to battle the supernatural, will place Northern Gun square and center in a war against demonic forces. People will flock to NG, as will the forces of Hades and Dyval who seek to crush all resistance. Only the Coalition Army will play a bigger and more direct role in the defense of North America. The Coalition’s response will be like calling down the sword of God, and the nation will prove itself to be true heroes of humanity as they lead the charge against the demonic hordes. Together, these two great human nations and their allies will represent humanity’s best hope for survival in North America. Demon Slayer Power Armor Model Type: NG-X44 Class: Anti-Demon, Anti-Monster Fighter and Assault Power Armor. Crew: One.
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85 M.D.C. by Location: * Head – 90 * Blade Fins & Spartan Crest (11 along spine) – 20 each * Robot Weapon Arms with Gatling Guns (2) – 80 each * Gatling Gun Ammo Drums (2, behind shoulders under collar) – 50 each ** “The Collar” Armored Weapon Platform – 120 Shoulder Plates (2) – 70 each Arms (2) – 65 each * Forearm Impaler (1, right) – 18 * Forearm Stake Launchers (4, right) – 10 each * Forearm Plasma Blaster (1, left) – 20 * Chest Storage Locker (2) – 25 each * Ribcage Storage Boxes (4) – 10 each Legs (2) – 100 each * Leg Jump Jet Boosters (2, lower leg) – 25 each * Flamethrower (1, concealed on back) – 20 * Flamethrower Fuel Drum (1, lower back) – 40 * Dual Vibro-Sword (2 that are one) – 50 each *** Main Body – 200 * A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then he is -4 to strike. Destroying the head/helmet eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill. If the helmet is destroyed underwater, the wearer suffers from exposure to deep sea pressure at depths greater than 220 feet (67 m), and takes 2D6 S.D.C./Hit Point damage per melee round and all bonuses are reduced by half. ** Depleting the M.D.C. of “the collar” knocks out the ERTRCS Targeting system and the robot weapon arms. Without it, the weapon arms do not work. That said, the low-profile “collar” is mounted on the back and protected by the main body, weapon arms, shoulders, and head of the power armor, making it very difficult to target and shoot from the front; -4 to strike on a “Called Shot.” From the side, attackers are -2 to strike on a “Called Shot,” but suffer no such penalty from attacks from the behind. If the shooter has a clear view of the Demon Slayer’s back, it’s just a Called Shot. *** Depleting the M.D.C. of the main body shuts the vehicle down completely, making it useless. Speed: Running: 90 mph (144 km) maximum. Note that the act of running does tire out its operator, but at 20% of the usual fatigue rate at full speed. Fatigue is reduced to 10% when maintaining a speed of 50 mph (80 km) or less. Leaping: The powerful robot legs can leap up to 20 feet (6.1 m) high or across unassisted by the jet boosters; increase by 30% with a running start. A jet booster assisted leap can propel the unit as far as 100 feet (30.5 m) high and 200 feet (61 m) across; increase by 30% with a running start. This is not flight and it cannot hover above the ground. Flying: None. Water: The Demon Slayer is not designed for use in the water, but can walk along the bottom of a body of water at 10 mph (16 km or 8.6 knots). Maximum depth is 1,000 feet (305 m). Penalties: The Demon Slayer is top-heavy, inflicting a penalty of -20% to skills such as Acrobatics, Gymnastics, Prowl and Swim, and -1 on Perception Rolls, -1 on initiative, -1 to dodge and -1 to roll with impact. Statistical Data: Height: Man-sized, 6-8 feet (1.8 to 2.4 m) tall, depending on the size of the purchaser. Width: 4.5 feet (1.4 m) depending on the size of the purchaser. Length: 3.6-4 feet (2 to 1.2 m) depending on the size of the purchaser. Weight: 682 pounds (307 kg), fully loaded. Physical Strength: Robot P.S. 24. Cargo: None. Power System: Nuclear; average energy life is 12 years. A Solid Oxide version is also available. Cost: 1 million credits for nuclear and 760,000 credits for Solid Oxide. Not available as an electric powered unit. Weapon Systems: 1. NG Gatling Gun Robotic Weapon Arms (2): Two automated weapon arms are built into the massive “collar” of the Demon Slayer. These robot weapon arms are based on the same combat system incorporated into the CS Juicer Killer, except it has two arms instead of four. Each arm has two concealed gun cameras, targeting computer and an Enemy Recognition System that enables each gun arm to target and fire upon demons and enemies independent of the power armor’s wearer/pilot and each other. This means the suit can fire upon as many as three different targets: one for each of the two guns and one engaged by the power armor pilot. Of course, all three can fire at the same target if there is only one or if the strategy calls for a focused attack to quickly eliminate one specific target. Though each gun arm can function independent of the pilot, he can command them to direct their fire on the targets he specifies. Regardless of how the attacks are divided, the weapon arms give the Demon Slayer power armor four extra attacks per melee round (two for each weapon arm). At least as long as the ammunition holds up. Since the gun arms are intended to target supernatural beings vulnerable to silver and/or wood ammunition, the ammo is kept light and small to provide a much larger payload than rail gun or heavy machine-gun rounds. However, that means they inflict S.D.C./Hit Point damage, not Mega-Damage. Each is designed to fire special wood tipped rounds and/or silver-coated rounds which are belt-fed from ammo drums mounted in the power armor’s weapon harness on the back. When not in use, the gatling gun arms fold up and out of the way behind the power armor. The gatling gun arms come pre-programmed to move out of the way of the manual power armor, so that they don’t disrupt any action by the pilot. Primary Purpose: Anti-Monster and Assault. Secondary Purpose: Anti-Personnel and Defense. Range: 2,000 feet (610 m). Damage: 3D6 S.D.C. for a single shot, 1D4x10 S.D.C. for a light three round burst, or 2D4x10 S.D.C. (the equivalent of 1 M.D.) for an eight round burst. Rate of Fire: Each single shot, short or long burst counts as one melee attack. Note: Though two of the weapon arms can target and fire upon the same target, they can NOT be linked to fire at the same target simultaneously. Each blast from each arm counts as ONE melee attack. Roll for each attack from each weapon arm (two each per melee). Attacks per Melee Round: Each weapon arm has TWO attacks per melee round. This is in addition to the attacks of the pilot wearing the power armor. If an attacker should destroy one weapon arm, the power armor loses the two melee attacks from that weapon. Note: The computer’s independent actions frees the power armor pilot to engage in his own attacks or melee actions while the weapon arms attack. All of the pilot’s usual number of attacks inside the power armor apply as usual. So if he has six attacks per melee round,
86 he can continue to fight even after the weapon arms have expended theirs and stop shooting. Weapon Arm Combat Bonuses: +2 on initiative and +1 to strike. Payload: 800 rounds per each weapon arm, providing 100 long bursts per each weapon arm. A counter continually displays the diminishing ammo count via the Heads Up Display (HUD) in the helmet. 2. Dual Silver Vibro-Sword: The Demon Slayer is one of the NG power armors that comes with a specialized handheld weapon exclusive to that product. In this case, it is a specialized pair of Vibro-Blades designed to fit together as a dual, pole arm-like weapon that can detach to become two twin weapons; one for each hand. This gives the power armor pilot the option of one large weapon with long sword blades on both ends, or two swords for deadly melee combat. Primary Purpose: Anti-Monster and Close Combat. Secondary Purpose: Assault and Defense. Range: 4 feet (1.2 m) beyond arm’s reach; a melee weapon. Mega-Damage: When the Vibro-Blades are turned on, each of the large blades does 2D6 M.D. Damage to the Supernatural: Against supernatural beings vulnerable to silver, damage is 4D6 Hit Points/S.D.C., sometimes more depending on the creature. Magic Note: Though it is not officially supplied by NG sales staff, some purchasers of the Demon Slayer power armor sometimes swap-out its sword (and sometimes its tech weapons) for Techno-Wizard, Bio-Wizard and other magic weapons. A magic weapon that discharges electrical blasts, fire balls or ice shards can be quite effective against the supernatural, as can a magical flaming sword. Remember, with a few exceptions, “magic” and “magic weapons” inflict damage to supernatural beings and creatures of magic. 3. Silver Impaler: Mounted on the central chamber of the right forearm is a hydraulic spike impaler. The spike that is used to “impale” is a 14 inch (36 cm), silver-coated wooden spike that can extend forward for punching action or be plunged into an opponent with hydraulic force. It is used to impale vampires in the heart (to temporarily immobilize, hurt or torture them) and for stabbing other creatures vulnerable to silver and wood. This spike does not fire from its housing, but a hydraulic mechanism can “punch” the spike into an opponent as if it were a power punch, without the wearer of the suit winding up to deliver a power punch of his own. Primary Purpose: Anti-Personnel. Secondary Purpose: Defense. Range: Arm’s reach/melee combat. Damage: 2D6 Hit Point/S.D.C. damage to mortals and supernatural beings vulnerable to silver and wood. A hydraulic power punch does 4D6 Hit Point damage. When plunged into a vampire’s heart, the “staked” vampire is rendered unconscious, as if in a coma state, but revives the instant the stake is removed. To keep a vampire down for the count, one of the wooden stakes should be used and left inside of the demon until it can be properly, and permanently destroyed. The impaler can also be used to battle (and torture) any supernatural creature vulnerable to silver or wood. Since the spike extends above and beyond the hand of the Demon Slayer, it can be used as a slashing and stabbing weapon much like any retractable blade. Of course, being silver-coated wood, it is really only suitable against S.D.C. targets and specific types of supernatural beings. It may also break over time and will need to be replaced (typically costs 1D4x1000 credits, mainly due to the increasing demand and cost of silver). Rate of Fire: Each stab or impalement counts as one melee attack. 4. Stake Launchers (4, right arm): Located off to the side of the impaler are housings for four ordinary wooden stakes. Each stake can be removed by hand to use against vampires or they can be launched at the undead at close range (40 feet/12.2 m maximum, but usually fired within a few feet to make sure the stake hits its mark). Each stake can be chambered and replaced individually from a stake bandolier or kept in the storage lockers located between the shoulders and neck; each holds six additional stakes sized to fit in the launchers. Primary Purpose: Anti-Personnel & Assault. Secondary Purpose: Defense. Range: 40 feet (12.2 m) maximum, but usually fired at the very close range of 1-8 feet (0.3 to 2.4 m). Damage: 2D6 S.D.C. to ordinary humans and S.D.C. creatures, double damage to vampires and other supernatural monsters with a vulnerability to wood. Rate of Fire: One at a time. Each single shot counts as one melee attack. Payload: Four with a reload of 12. It takes one melee round (15 seconds) to retrieve and load all four stake launchers. 5. Forearm Plasma Blaster (1): A low-profile plasma blaster is mounted on the left forearm. It is not so much a heavy M.D. weapon as another heat-based weapon to use against supernatural beings vulnerable to fire and heat. Primary Purpose: Anti-Monster and Assault. Secondary Purpose: Defense. Range: 1,000 feet (305 m). Mega-Damage: 5D6 M.D. per blast. Rate of Fire: Each blast counts as one melee attack. Payload: Effectively unlimited. 6. NG-F44 Flamethrower: Mounted on the lower back of the power armor is the fuel tank for the flamethrower. Clipped to the side of it, where the wearer can reach it, is the flamethrower itself, a simple hose and basic firing mechanism for close combat. It is usually placed on the right side, unless the pilot is left-handed. The flamethrower is designed to be waterproof and comes with valves that automatically seal it off underwater, deactivating it and preventing water from contaminating the napalm reserve. Primary Purpose: Anti-Monster and Anti-Personnel. Secondary Purpose: Assault and Defense. Range: 50 feet (15.2 m). Mega-Damage: 4D6 M.D. to the target and anyone within 4 feet (1.2 m). Those caught within reach of the flamethrower’s attack inside small, enclosed areas like bunkers, caves or non-sealed vehicles and without environmental gear or oxygen, must roll to save vs poison (smoke inhalation and lack of air) or be rendered unconscious for 1D4 melee rounds. Rate of Fire: Each fiery blast counts as one melee attack. Payload: 10 bursts. The flamethrower can be refueled with militarygrade napalm or use normal diesel/gasoline (reduces damage to 1D6 M.D. for the latter). 10 gallon (38 liter) fuel reserve. 7. Hand Grenades (8): Eight hand grenades are stowed in the small compartments on the side of the armor’s rib cage. They can be any type of grenade or combination of them. A common combo for this armor is two plasma, two Hex, two explosive and two smoke. Primary Purpose: Anti-Personnel. Secondary Purpose: Defense. Range: Hand thrown with a typical range of 250 feet (76 m) maximum for this power armor. Roll to strike on a D20 to determine if the grenade lands on target. Live targets get to try to dodge and leap out of harm’s way. To hit a large stationary target such as a van or bunker, the character needs to roll a 10 or higher to be on the mark from a distance greater than 100 feet (30.5 m). 16 or higher if the
87 target is small, say the size of a soccer ball; 18 if the target is farther than 100 feet (30.5 m). Mega-Damage: Varies with the type of grenade. Rate of Fire: One at a time. Payload: 8 total. All the hand grenades can be the same or a mixture of two or more types. 8. Handheld Weapons (optional): Additional handheld weapons such as a side arm, Vibro-Blade, Neural Mace, shotgun, or backup weapon may be used by the wearer of the power armor. This may include a Techno-Wizard (TW), Splugorth Bio-Wizard, Lemurian Biomancy or other type of magic handgun, rifle, melee weapon, or magic item. All such weapons may be carried on one or two belts around the waist, or in a carrying bag or backpack. 9. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See GroundBased Power Armor Training on page 352 of Rifts® Ultimate Edition. Damage as per Robotic P.S. of 24. Restrained Punch – 6D6 S.D.C. Normal Punch – 1D4 M.D. Power Punch – 2D4 M.D., but counts as two melee attacks. Kick (special) – 2D6 M.D. Leap Kick (special) – 4D6 M.D., but counts as two melee attacks. Bonus: A skilled power armor pilot with the above skill gets an additional bonus of +1 to dodge and roll with impact at levels 2, 6 and 12. 10. Sensors and Features of Note: All standard features plus the following. a) Weapon Arms ERTRCS Targeting System: The Demon Slayer has TWO weapon arms that fire silver-coated or wood bullets. They are controlled by the Enemy Reflex Targeting and Response Computer System (ERTRCS), a high-speed, computerized recognition and targeting system, quietly adopted from the Coalition’s Juicer-Killer. When an enemy is identified – in this case, demons and other supernatural monsters, as well as dangerous creatures of magic and monsters – the weapon arms lock in on the target and are ready for immediate action. If the pilot has the weapon arms on “ready assault,” they will immediately engage and fire upon the target. In “alert mode,” the weapons target and train on the enemy but remain in a standby position attacking only on the following conditions: 1. Voice command from the pilot to attack, or to attack specified targets. 2. The power armor pilot attacks and the weapon arms follow his lead, firing at the same target or engaging the next most threatening targets. 3. The power armor unit is attacked and the weapon arms immediately respond with lethal force. If attacked first, the weapon arms fire upon the attackers and any other obvious threat. The combination of cameras, sensors, recognition system, advanced combat computer and the actions of the armor’s wearer enables the two weapon arms to instantly and continuously respond to aggressors, gunning them down with deadly efficiency until the armor’s operator orders them to stop. This often makes the weapon arms seem to respond as if by reflex. Furthermore, the recognition system will identify common features (uniforms, patches, symbols, even tattoos and other thematic elements) to surmise that those with the same or similar features and markings are part of the same “enemy group” and fire upon them at the slightest hostile gesture. The computer recognition and targeting system tracks enemy targets relentlessly, focusing one or two guns on them. If there are multiple “aggressors” the attacks of the weapon arms may be divided between them, up to a maximum of two different targets. Regardless of who the weapon arms may be firing at, the power armor pilot may engage one of them, or select an entirely different target of his own, or take other action (leap, dodge, charge forward, retreat, etc.). In the alternative, the power armor pilot can direct each arm to fire at a specified target or all, pilot included, can fire upon the same ONE. This is how the suit is, in part, designed to compensate for the speed and ferocity of its demonic enemies, by having more attacks and, therefore, more chances to hit, injure and pacify the target. ERTRCS Recognition System: The computer can track via its sensors and its array of concealed cameras (two in each weapon arm, two in the helmet, several scattered across the massive “collar,” including the back and sides), and attack as many as TWO targets simultaneously. However, to maximize the effectiveness of the weapon arms, attacks are often combined to have both weapon arms firing upon the one, most immediate and threatening target. It is programmed to identify 4,000 different enemy targets, including all known Juicers, Crazies, fast D-Bees such as the Quick-Flex Aliens, the common armors and power armors they wear, and known group insignias/colors, as well as fast monsters and supernatural beings such as vampires and other notable and dangerous beings and outlaws. Maximum sensor and camera range is 5,000 feet (1,524 m). Weapon Arm/ERTRCS Glitches and Penalties: If the computer and sensor array, located in the collar” weapon platform, loses half or more of its 120 M.D.C., one of the following may happen. Roll again for each additional 20 points of damage. 01-40 One weapon arm falls temporarily off-line and does not fire as expected. The pilot loses the two attacks for that gun for one entire melee round (15 seconds), until it comes back online. 41-60 Sensor and tracking failure; reduce strike bonuses by half. 61-80 Sensor and tracking hiccup; no initiative bonus. 81-00 Does not respond to the power armor pilot’s commands for one melee round (15 seconds), selects its own target and fires upon it. The recognition system remains working so this should be an “enemy” target, but it is possible that the attack is leveled at someone the pilot wants to take alive but the blast kills him, or the attack might be leveled against an ally or innocent bystander mistaken as a hostile. b) Nightvison Optics: Passive light amplification that allows the pilot to see in the dark as long as there is at least some ambient light. 2,000 foot (610 m) range, but is completely useless in total darkness. c) Camera System: The helmet has two cameras, each weapon arm has two cameras and there are a dozen concealed cameras scattered across the “collar” of the Demon Slayer to see forward, back and to the sides. They are all basic, no frills, dashboard-style cameras to film the fight from the combatant’s point of view and to provide visual data to the ERTRCS system. 11. ALTERNATE Magic/Techno-Wizard (TW) Weapon Systems: Though not officially endorsed by Northern Gun, some purchasers of the Demon Slayer power armor have been known to replace some of the weapon systems with TW and other magic weapon systems. Such magic weapons are strictly aftermarket enhancements built into the power armor after it is sold by Northern Gun, however, many NG salespeople plant the idea. (“Not that we would ever encourage such a dangerous measure, but you know, some people augment the demon fighting capabilities of this wonderful power armor with Techno-Wizard modified weapons. Oh, yeah. We hear about our systems being replaced with TW weapons that shoot magical lightning and fire balls all the time. Ice, too. Crazy, eh? Not that we’d ever suggest such a thing. I don’t
88 even know where you’d go to get something like that done. Lazlo or New Lazlo maybe.”) Remember, magic and magic weapons do damage to supernatural monsters and creatures of magic, so swapping out some of the standard tech-weapons may make sense. As does getting a TW, Biomancy or Bio-Wizard side arm such as a pistol, melee weapon or other magic item. Of course, unless the wearer of the power armor or a member of his team has P.P.E. or I.S.P. to pump into TW weapons, he will not be able to “recharge” the magic to reload his weapons, and magic payloads are comparatively small. Thanks to its own prejudices about magic and its pact with the CS, Northern Gun does NOT ever build or sell any sort of Techno-Wizard or magical weapon options, but places like Lazlo, New Lazlo (down in Lower Michigan), the Colorado Baronies, and the Federation of Magic most certainly do. Likewise, there are rumors of a tiny underground network of TW shops operating within or somewhere around Ishpeming and Manistique who are able to make TW alterations and augmentation to power armor, and sell a small selection of TW melee weapons and side arms. Biomancy and Bio-Wizard items as well as off-world magic items are much harder to come by in North America. The following are a few of the common Techno-Wizard (TW) weapon systems sometimes used in place of the Demon Slayer’s original ones. In most cases, the existing weapon is used for parts and converted into one of the weapons below. OPTIONAL TW Upgrade: Forearm Lightning Bolt Discharger: The plasma blaster built into the forearm is changed to fire electrical bolts. Primary Purpose: Anti-Monster/Demon. Secondary Purpose: Defense. Range: 500 feet (152 m). Mega-Damage: 3D6 M.D. per electrical bolt. Ideal for fighting demonic beings vulnerable to electricity. Rate of Fire: Fires a single shot. Each blast counts as one melee attack. Payload: 12 blasts for a forearm energy weapon. Needs 32 P.P.E. or 64 I.S.P. to recharge the weapon system with six blasts. Cost: 245,000 credits. OPTIONAL TW Upgrade: Forearm Fire Ball Discharger: Rather than fire a plasma blast, the TW weapon fires a fire ball. Primary Purpose: Anti-Monster/Demon. Secondary Purpose: Assault and Defense. Range: 500 feet (152 m). Mega-Damage: 4D6 M.D. per fire ball for fighting creatures vulnerable to fire. By the way, most demons of Hades are impervious to fire, but other supernatural beings and creatures of magic are not. Rate of Fire: Unleashes a single fire ball that expands in size to that of a basketball by the time it strikes. Each fire ball counts as one melee attack. Payload: 12 total blasts can be held by a TW Fire Ball Discharger. Needs 25 P.P.E. or 50 I.S.P. to recharge the weapon system with three fire balls. Cost: 195,000 credits. OPTIONAL TW Upgrade: Weapon Arm “Light” Fire Bolt Gatling Gun. Rather than fire ammo, the TW weapon shoots small fiery bolts. Primary Purpose: Anti-Monster/Demon. Secondary Purpose: Assault and Defense. Range: 1,000 feet (305 m). Mega-Damage: 2D6 M.D. per blast. Rate of Fire: Each shot counts as one melee attack. Payload: 48 total fire bolts can be held by this weapon arm. Needs 40 P.P.E. or 80 I.S.P. to recharge the weapon system with 12 fire bolts. Cost: 350,000 credits per weapon armor and TW power supply. OPTIONAL TW Upgrade: Weapon Arm “Heavy” Fire Bolt Gatling Gun. Rather than fire ammo, the TW weapon shoots fiery bolts. Primary Purpose: Anti-Monster/Demon. Secondary Purpose: Assault and Defense. Range: 1,000 feet (305 m). Mega-Damage: 4D6 M.D. per blast. Rate of Fire: Each shot counts as one melee attack. Payload: 24 total fire bolts can be held by this weapon arm. Needs 40 P.P.E. or 80 I.S.P. to recharge the weapon system with six fire bolts. Cost: 500,000 credits per weapon arm and TW power supply. OPTIONAL TW Upgrade: Weapon Arm Wood Shard Gatling Gun. Rather than fire conventional ammo, the TW weapon magically fires shards of wood about the size of a half-used pencil, but twice as thick. Primary Purpose: Anti-Monster/Demon. Secondary Purpose: Assault and Defense. Range: 1,200 feet (366 m). Damage: 3D6 S.D.C. per burst of six wood shards. Rate of Fire: Each burst counts as one melee attack. Payload: 72 total bursts of wood projectiles can be magically fired by this weapon arm. 40 P.P.E. or 80 I.S.P. is needed to recharge the weapon system with eight bursts. Cost: 350,000 credits per weapon armor and TW power supply. OPTIONAL TW Upgrade: Forearm Ice Shard Discharger. Rather than fire a plasma blast, the TW weapon fires a burst of ice shards. Primary Purpose: Anti-Monster/Demon. Secondary Purpose: Assault and Defense. Range: 500 feet (152 m). Mega-Damage: 2D6 M.D. per burst of three ice shards. Rate of Fire: Each burst counts as one melee attack. Payload: 12 total bursts can be held by a TW Ice Shard Discharger. Needs 25 P.P.E. or 50 I.S.P. to recharge the weapon system with four bursts of ice shards. Cost: 275,000 credits. OPTIONAL TW Upgrade: Weapon Arm Ice Shard Gatling Gun. Rather than fire ammo, the TW weapon magically fires a ice shards. Primary Purpose: Anti-Monster/Demon. Secondary Purpose: Assault and Defense. Range: 1,000 feet (305 m). Mega-Damage: 4D6 M.D. per burst of six ice shards. Rate of Fire: Each burst counts as one melee attack. Payload: 24 total bursts can be held by a TW Ice Shard Gatling Gun. Needs 40 P.P.E. or 80 I.S.P. to recharge the weapon system with four bursts of ice shards. Cost: 580,000 credits per weapon arm and TW power supply. OPTIONAL TW Magic Melee Weapon: The standard tech sword can be replaced with any handheld TW sword or other magic melee weapon. Or a second handheld weapon that is magical can be part of the wearer’s arsenal to combat demons.
89 NG-XP54 Enforcer Guardsman Police Power Armor The Enforcer Guardsman is Northern Gun’s response to requests from communities and organizations who want a versatile power armor suit more attuned to the special needs of law enforcement agencies. Something that would help their officers investigate crime scenes as well as go toe-to-toe with powerful and/or fast D-Bees, augmented humans, cyborgs and criminals equipped with MegaDamage weapons and M.D.C. armor themselves. It was design team leaders Robbi Robinson, Robert Shurig and James Sommer who stepped up to the task. Their answer is the Enforcer Guardsman, an all-purpose power armor suit complete with siren, flashing police lights, built-in loudspeaker, voice modulator, spotlight, cameras, good armor protection, hover capabilities, excellent speed, and a few basic weapon systems. This is not likely to be a power armor used by beat cops or patrol officers, but rather by special forces like S.W.A.T., gang squads, fast-response teams, detectives, and police departments where there is only one sheriff and 1-6 deputies, and communities whose streets are especially dangerous from roving bands of Cyber-Snatchers, Headhunters, Juicers, Crazies, vampires, powerful D-Bees and especially vicious and well-armed criminals. Likewise, the Enforcer Guardsman is ideal for sheriffs and small police forces that also lead the town’s volunteer militia. In short, if you are the peacekeeper trying to tame a lawless town or ‘Burb, this may be the armor you’ve been looking for. (Also see the Prophet power armor, later in this section.) The robotics of the Enforcer Guardsman suit, as with all power armor, increase the speed, reflexes, and strength of the wearer as well as providing hover and leaping capabilities, good M.D.C. and environmental protection, and a range of weapons, lights and sensors for identifying and taking down fugitives and criminals. Weapons consist of a forearm grenade launcher (typically tear gas, smoke or stun/flash grenades), a forearm laser, and whatever assault rifle, shotgun and/or side arm the individual police officer or special ops team member prefers. The armor, with its leaping and hover jet thrusters, is well suited to urban environments, from small towns to big cities, but functions well in most environments. Enforcer Guardsman Power Armor Nickname: SWAT Power Armor and Lawman Armor. Model Type: NG-XP54 Class: Tactical Law Enforcement Power Armor. Crew: One. M.D.C. by Location: * Head – 80 * Helmet Spotlight (1) – 5 * Helmet Camera – 12 * Light Wings (2) – 18 each * Police Lights (2, back, round) – 12 each * VTOL Jump Jet and Hover System (1, back) – 50 * Forearm Laser (1, right) – 12 * Forearm Grenade Launcher (1, left) – 15 * Rifle or Shotgun (1, handheld) – 50 * Robot Floater Camera (1) – 16 * UEL Cables – 6 each Arms (2) – 60 each Legs (2) – 100 each * Leg Thrusters (2, back of each lower leg) – 10 each * Main Thruster Pack (1, back) – 50 ** Main Body – 190 * A single asterisk indicates a small and/or difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike. Destroying the head/helmet eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill. If the helmet is destroyed underwater, the wearer suffers from exposure to deep sea pressure at depths greater than 220 feet (67 m), and takes 2D6 S.D.C./Hit Point damage per melee round and all bonuses are reduced by half. ** Depleting the M.D.C. of the main body will shut the power armor down completely, making it useless. Speed: Running: 90 mph (144 km) maximum. Note that the act of running does tire out its operator, but at 20% of the usual fatigue rate at high speeds. Fatigue is reduced to 10% when maintaining a speed of 50 mph (80 km) or less. Leaping: The powerful robot legs can leap up to 20 feet (6.1 m) high or across unassisted by the jet boosters; increase by 30% with a running start. A jet booster assisted leap can propel the police unit up to 100 feet (30.5 m) high and 200 feet (61 m) across without taking flight; increase by 30% with a running start. VTOL Leaps Upward: The Enforcer Guardsman has a limited jet jump and hover system. This includes a series of small jets in the soles of the feet, a thruster in the back of each lower leg, and the main thruster in the back of the armor. They are designed to enable the police unit to leap straight up and down or at modest angles to reach floors and rooftops above street level. A full jet thruster assisted leap from a stationary position or a running start can propel the Enforcer Guardsman upward 200 feet (61 m); straight up or at an angle. To arrange a more sharply angled or horizontal leap, the wearer must engage the back-mounted main thruster after he has leaped at the desired angle or prone position a la Superman. Once hurling upward or forward, the Enforcer Guardsman cannot easily stop or change direction. Unlike the Cougar and Lynx, this limited thruster jump system can NOT be used for bouncing off neighboring buildings and structures like a pinball. Rather it is used to leap on top of vehicles, rooftops, and upper levels of buildings up to 18 stories high. The latter is used to leap to ledges, fire escapes and through windows in commando style raids, surprise attacks and to rescue people on upper floors. Power Jumping Travel: Not possible. Flying: None. Leaps, momentary hovering and cushioned landings are all that’s possible. After leaping upward, the power armor can hover to hold its position there for 1D4 melee rounds before it becomes wobbly and quickly drifts back down to the ground. Hovering at an elevated position is great for getting a quick bird’s-eye view above the tree line, smoke or buildings. A leap straight up or at a slight angle can also be used to jump up onto rooftops, on top of vehicles, over walls and debris or to try to snare low-flying opponents. Cat-Like Landings from Heights: The Enforcer Guardsman can drop or leap down, using its back and leg thrusters to land without risk of damage, from heights as great as 300 feet (91.4 m), using its thrusters to slow its descent, land softly on its feet and be ready for action. Reduce this height by 66% if the main, back thruster system is destroyed. Drops from heights greater than 300 feet (91.4 m) up to 600 feet (183 m) are trickier. The power armor is likely to survive the landing but may take damage. Roll 1D20 to determine the success of the landing. On a roll of 1-10 the suit hits the ground hard, takes 4D6 M.D. and the operator loses 1D4 melee actions/attacks before he’s back up on his feet. On a roll of 11-20 the pilot sticks the landing, and can continue to move/
90 jump/run without damage or delay. Drops from greater heights are not possible without potentially life-threatening damage: 2D6x10 M.D. to the power armor, 1D4x10 S.D.C./Hit Point damage to the wearer inside the armor, and the operator is stunned for 1D4 melee rounds before he recovers from the fall and is able to take action again. Water: The Enforcer Guardsman is not designed for use in the water, but can swim at 20 mph (32 km or 17.3 knots) or walk along the bottom of a body of water at 10 mph (16 km or 8.6 knots). Maximum depth is 500 feet (152 m). The act of swimming or walking underwater does tire out its operator, but at 20% of the usual fatigue rate. Statistical Data: Height: Man-sized, 6-8 feet (1.8-2.4 m) depending on the individual. Width: 2-3 feet (0.6 to 0.9 m) depending on the individual; 5 feet (1.5 m) with the light wings fully extended.
91 Length: 3 feet (0.9 m). Weight: 320 lbs (144 kg). Physical Strength: Robot P.S. of 24. Cargo: None, though additional belts with pouches and holsters may be worn, and a backpack or satchel containing additional weapons, E-Clips, hand grenades and gear may be hand-carried. Power System: Nuclear, with an average energy life of 12 years. Solid Oxide and electric battery versions are also available. Cost: 1.2 million credits nuclear, 850,000 Solid Oxide, 600,000 electric battery. Weapon Systems: 1. Forearm Laser (1): Built into the right forearm is a low profile, short-range laser. Point and shoot. Primary Purpose: Anti-Personnel. Secondary Purpose: Defense. Range: 1,000 feet (305 m). Mega-Damage: Three settings: 6D6x10 S.D.C., 1D6 M.D. and 2D6 M.D. Rate of Fire: Each blast counts as one melee attack. Payload: Effectively unlimited for the nuclear and Solid Oxide models, 20 full powered blasts per E-Clip for the battery version. 2. Forearm Grenade Launcher: Built into the left forearm is grenade launcher for firing grenades greater distances than can be thrown (the later is 200 feet/6l m in power armor). Primary Purpose: Anti-Personnel. Secondary Purpose: Riot Control. Range: 500 feet (152 m). Mega-Damage: Varies with the type of grenade, but most police operations use non-lethal grenades such as tear gas, stun/flash, Hex or smoke grenades. A tear gas grenade covers a 25 foot (7.6 m) diameter of effect and makes the eyes and noses of victims not protected by gas masks or environmental armor burn and tear, as well as gags and chokes them. Victims are -10 to strike, parry and dodge, as well as -3 on initiative, and lose one melee attack as long at they are in the gas cloud and for 1D6+1 melee rounds after exiting it. Protected individuals suffer no penalties. Stun or flash grenades unleash a bright flash, sparkles and white smoke that make victims -10 to strike, parry and dodge, -1 on initiative, and lose one melee attack for 1D4 melee rounds. Rate of Fire: Each shot counts as one melee action/attack. Payload: 2, though additional grenades may be carries in pouches or satchel. Reloading two grenades into the launcher by hand takes 1D4 melee actions. 3. Handheld Weapons (optional): Additional handheld weapons such as a side arm, Vibro-Blade, Neural Mace, shotgun, or backup weapon may be used by the wearer of the power armor. All Enforcer Guardsmen come with a leg strap and holster for a handgun, usually an energy pistol. 4. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See GroundBased Power Armor Training on page 352 of Rifts® Ultimate Edition. Damage as per Robotic P.S. of 24. Restrained Punch – 6D6 S.D.C. Normal Punch – 1D4 M.D. Power Punch – 2D4 M.D., but counts as two melee attacks. Kick (special) – 2D6 M.D. Leap Kick (special) – 4D6 M.D., but counts as two melee attacks. 5. Sensors and Special Features of Note: In addition to the standard power armor features, the Enforcer Guardsman comes with many additional features unique to it to help law enforcement officers do their job. Criminal I.D. Recognition System (Optional): The Criminal I.D. Recognition System is new and experimental for NG, but seems to work very well, with an 89% success ratio. The recognition system is part of the computer and linked to the cameras in the armor, gun camera and Floater Camera (below). This facial recognition system can identify as many as 250,000 known criminals, wanted fugitives, Black Marketeers, terrorists, enemies of the state, and people with bounties on their heads, as well as identifying marks such as tattoos, scars and other distinctive physical features, known gang insignias, emblems, patches and “colors.” If desired, it can include recognition of suspects wanted for questioning (provided his or her face is known and on record) and dangerous D-Bees, monsters, and, well, anybody who has been photographed or who can be photographed and programmed into the system. Helmet Audio Amplification System: In effect, the same as the Combat Cyborg’s Amplified Hearing cybernetics, so that the lawman can pick up on voices and quiet sounds that he might ordinarily miss. Helmet Cameras: Two simple dashboard-style digital cameras are built into the helmet. They see and record whatever the lawman sees. The cameras have no special features beyond the ability to tape 96 hours of video and take 8,000 still photos. Most rifles also have a similar gun camera. Also see the “optional” Robot Floater Camera and Advanced Head Camera for zoom lens and live transmission of footage. Helmet Language Translator: Built into the helmet is a standard language translator. Helmet Multi-Optics System: The Enforcer’s helmet contains a wide range of optical enhancements: Passive nightvision (light amplification; range 1,600 feet/488 m), infrared optics (can see in total darkness and through smoke, however, an infrared light beam is emitted which can be seen by others with the ability to see the infrared; range 1,600 feet/488 m), ultraviolet vision (can see the ultraviolet light used by some security systems; 400 foot/122 m range), binocular telescopic sight (2 miles/3.2 km range), macro-magnification (x12 for close work), and built-in digital camera that can store 100 hours of video and take 4,000 still pictures (camera has the same telescopic and macro features for distance and close images). All are perfect for spy work and surveillance. Helmet Searchlight (5 M.D.C.): Mounted on the top of the head is a small searchlight with a more narrowly focused beam like that of a flashlight. It points wherever the wearer of the suit looks and has a range of 200 feet (61 m). Helmet Two-Way Radio Communications Suite: 10 mile (16 km) range in the city, half that underground and in the mountains; 20 miles (32 km) out in wide-open spaces. Has several frequencies for team communication. Can also pick up many broadcast radio and television channels (when they are available). Helmet Voice Modulation: The mouthpiece of the helmet includes a built-in loudspeaker to serve as a bullhorn, language translator and voice modulator (changes/disguises the wearer’s voice; 20 different variations). LED Folding Light Wings (2): At full intensity, the light wings can light a 40 foot (12.2 m) diameter as bright as day and an additional 20 foot (6.1 m) radius around them in diminishing light. The intensity of the light can be regulated. They are used to illuminate a crime scene in the search for evidence, as well as to illuminate an area for thorough investigation and apprehension of suspects and coming to the aid of victims. The LED lights can be switched to ultraviolet which, in darkness, illuminates bloodstains and bodily fluids, even those that may have been wiped away or poorly washed away, and are in-
92 visible under normal light. It will also show areas that have been washed with cleansers though it cannot show what was washed away. The light wings fold up behind the head and shoulders when not needed. The wings can bend and move like robot arms to be positioned in whatever configuration to best illuminate any given area, large or small. Likewise, one can be dimmed or turned off completely if that is advantageous to the situation. Police Lights & Siren: The two circular appendages located behind the intakes of the back-mounted hover system and the light wings are the police lights and siren. When not in use, they are tucked back behind the power armor. When activated, the lights fold out and flash blue, red and white in alternating sequences. The siren may be engaged with the lights or the pilot may use only the flashing lights. The sound of the siren is directed upward and away from the head of the power armor as to not deafen the person inside. Most civilians living in urban settings universally recognize the flashing lights and sirens as a police or emergency unit. They also know the police are actively responding to trouble and that means they need to get out of the way. Vehicles should pull over to let the police pass. Robot Medical Kits: Mounted on the left forearm are two Robot Medical Kits. While not a full first aid package, each contains the following nanobot medical kits: Two RAU Robot Antiseptic Units to clean wounds, three RMK Knitters to suture wounds, two RSU Sleepers to sedate people, and a small roll of suture tape. Just enough to take care of non-threatening injuries or to help stabilize an injured person while waiting for a medical team or EVAC. UEL – Universal Energy Link (2, one in each forearm): The Universal Energy Link is concealed under a layer of forearm plating. When needed, the plate opens and extends enough for the EClip connector of the UEL and cable to be removed and plugged into the weapon. The plate armor snaps back into place and a thin cable runs from the back of the forearm, near the wrist, from under the armor and to the weapon in hand. One concealed UEL is built into each forearm. Each can provide power to a weapon that inflicts as much as 1D6x10 M.D. per blast, but anything more powerful saps the system and causes it to shut down until replaced with a more appropriate weapon (i.e. something that fires blasts that inflict 1D6x10 M.D. or less). The E-Clip connector has an automatic circuit breaker that kicks in when the pilot is attempting to use a weapon beyond the UEL’s energy capacity, shutting it down before an excessive energy drain damages the armor. Optional “Advanced” Enforcer Guardsman Equipment: Advanced Helmet Camera (Optional): An additional, full video camera that can be mounted on the helmet or shoulder can be purchased and installed for an extra cost. The advanced camera system has a superior telescopic zoom lens (2 miles/3.2 km) and a macro-lens (x12 magnification) for surveillance, documenting police actions, filming crime scenes and evidence (in close detail if desired). The advanced camera can take still images and video, both of which can be transmitted, live to a mobile command center or police station as well as recorded on the data card. Five mile (8 km) range of transmission without being boosted by other means. Can video and record up to 96 hours of video and 10,000 still shots. The camera has 8 M.D.C., but is a small target requiring an attacker to make a Called Shot to hit it. Even if destroyed, there is a 01-50% chance that 1D6x10% of the stored video data can be salvaged by an Operator or computer/communications specialist. The rest is destroyed. Cost: 15,000 credits. Robot Floater Camera (Optional): Also known as “Spy Cam,” “the Police Eye,” and just “Floater,” the Robot Floater Camera is a small, hovering robot camera the size of lunchbox or toaster. It is often used to fly ahead to surveil what might lie ahead, record police operations and interrogations, record evidence or hang back to film any confrontation that may transpire. “Stealth Mode” in the dark enables the camera to “see” and film using a passive light amplification system. The Spy Cam connects wirelessly to the Heads Up Display in the helmet, enabling one to as many as six Enforcer Guardsmen to see what it sees in real time. It is also connected to the Criminal I.D. Recognition System of one Enforcer Guardsman to identify any known desperados it may encounter. It also has a small light that can be directed like a flashlight and a laser distancer to identify distance and paint locations. The range for the light is 200 feet (61 m) and 600 feet (183 m) for the laser distancer. The Floater Camera is not designed for speed nor can it fly at great heights. Thus, it is not deployed during high-speed chases, but more measured and slowmoving situations. Statistical Data: Speed: 10 mph (16 km) maximum. The drone can hover stationary, move at slow speeds to keep pace with investigating police, move up and down, side to side, forward and backward. Altitude: 11 feet (3.4 m) maximum. Height: 9 inches (23 cm). Width: 6 inches (15 cm). Length: 18 inches (46 cm). Weight: 7 lbs (3 kg). M.D.C. by Location: * Central Lens – 2 * Hover Jets (2 side, 2 bottom, 2 back) – 4 each Main Body – 18 * An asterisk means a small and difficult target to hit and requires a Called Shot to strike, and even then the attacker is -5 to Strike if it is hovering stationary and -8 to strike if it is moving. Physical Strength: None. Bonus: +1 to dodge attacks and falling debris. Cargo: None. Power System: Battery with 120 hours of life. Cost: 35,000 credits. NG-XF103 Firefighter The NG-XF103 Firefighter is an all-purpose, sealed, environmental power armor that specializes in firefighting and search-andrescue. The armor has all the standard power armor features, but can withstand higher temperatures and exposure to flame and thick smoke. It is a ground unit without flight capabilities, and is reasonably well armored to protect against falling debris and explosions. It is a popular first response power armor that has proven its value in the field for nearly two decades. It has been only in the last five or six years that it has been adapted to fight the undead as well as fires. In addition to fighting fires, Vampire Hunters in the American Southwest and Mexico have taken to using the armor to ward off and fight vampires. It is an unusual and unexpected application of the XF103 Firefighter, but it seems to work. Firefighter Power Armor Model Type: NG-XF103 Firefighter. Class: Armored Hazard and Fire Suit.
93 Crew: One. M.D.C. by Location: * Water Tank, Large (1, back) – 50 * Water Tank, Medium (1, back) – 30 Water Cannon (1, handheld) – 50 * Water Cannon Hose (1) – 15 Forearm Mini-Laser (1, right) – 15 each Arms (2) – 90 each Hands (2) – 25 each Legs (2) – 125 each ** Head – 70 *** Main Body – 240 * Destroying the water tank or hose will release whatever water is left inside, cutting off the supply to the water-based weapons within 1D4 melee rounds. Note: The tank and hose are small and difficult targets to hit. Thus, they can only be hit when an attacker makes a Called Shot and even then the attacker is -3 to strike. ** Destroying the head of the power armor will eliminate all forms of optical enhancement and sensory systems. The pilot must now rely on his own human vision and senses. No power armor combat bonuses to strike, parry, and dodge! Note: The head is a small and difficult target to hit. Thus, it can only be hit when an attacker makes a Called Shot and even then the attacker is -3 to strike. *** Depleting the M.D.C. of the main body will shut the armor down completely, making it useless. Speed: Running: 80 mph (128 km) maximum. The act of running does tire out its operator, but at 10% of the usual fatigue rate. Leaping: The powerful robot legs can leap up to 25 feet (7.6 m) high or across unassisted by the jet boosters. A jet booster assisted leap can propel the unit up to 100 feet (30.5 m) high and 200 feet (61 m) across. This is not flight. Cat-Like Landings from Heights: The NG-Firefighter armor can drop or leap down, using its leg thrusters to land without risk of damage, from heights as great at 200 feet (61 m), using its leg thrusters to slow its descent and cushion its landing. Drops from heights greater than 200 feet (61 m) up to 400 feet (122 m) are dangerous and not advised. The power armor is likely to survive the landing but may take damage. Roll 1D20 to determine the success of the landing. On a roll of 1-10 the suit hits the ground hard, takes 4D6 M.D. and the operator loses 1D4 melee actions/attacks before he’s back up on his feet. On a roll of 11-20 the pilot sticks the landing, and can continue to move/jump/run without damage or delay. Drops from greater heights are not possible without potentially life-threatening damage: 2D6x10 M.D. to the power armor, 1D4x10 S.D.C./Hit Point damage to the wearer inside the armor, and the operator is stunned for 1D4 melee rounds before he recovers from the fall and is able to take action again. Flying: None, though it can leap with jet boosters engaged, up to 100 feet (30.5 m) and hover stationary for one melee round (15 seconds). However, the Firefighter quickly becomes wobbly and drops back to the ground after that brief time period. Water: The Firefighter is not designed for use in the water, but can swim at 20 mph (32 km or 17.3 knots) or walk along the bottom of a body of water at 10 mph (16 km or 8.6 knots). Maximum depth is 500 feet (152 m). The act of swimming or walking underwater does tire out its operator, but at 20% of the usual fatigue rate. Statistical Data: Height: 7-7.5 feet (2.1-2.3 m) from head to toe. 8.5 feet (2.6 m) including height of the large water tank. Width: 3.4 feet (1 m). Length: 4 feet, 6 inches (1.4 m). Weight: 480 lbs (216 kg) without water tanks. With fully loaded tanks: 75 gallons (284 liters) in the tank, a total of 525 pounds (236.2 kg). Physical Strength: Robotic P.S. of 30. Cargo: Small storage area for extra supplies and personal weapons. Power System: Nuclear; average life is 15 years. Also available in Solid Oxide and Electric models. Cost: 900,000 credits for Nuclear, 750,000 credits for Solid Oxide and 550,000 for electric. All units come with water cannon and two loads of firefighting chemicals. Good availability at most NG outlets; excellent in and around Michigan and MercTown. Weapon Systems: 1. NG-F302 Power Armor M.D.C. Water Cannon: This weapon resembles a heavy-duty flamethrower connected by hose to a pair of water tanks. The tanks are suitable for most types of Combat Cyborgs and ground power armor without requiring modification of the armor. Strap the tanks on and you are ready to go. The water cannon fires high pressure streams of water. The gun is attached to the water tanks via an M.D.C. hose that feeds the water to the gun. This item was actually designed by Northern Gun for firefighters (based on a pre-Rifts NEMA design) and intended to fire a chemical spray or foam that douses fire better than plain water. However, in the wilds of Mexico, the firefighting tool can be used to extinguish the undead with high-powered streams of water. Primary Purpose: Firefighting. Secondary Purpose: Anti-Vampire. Weight: Gun is 15 lbs (6.75 kg), plus water tanks.
94 Range: 300 feet (91.4 m). Damage to Vampires: 6D6 Hit Points; fires a high pressure stream of water; 1D6x10 Hit Point damage if the payload is holy water. Damage to ordinary people, none. Rate of Fire: Single shot only. Each blast counts as one melee attack. Payload: Two water tanks, one large fifty gallon tank (189 liters, 415 pounds/186.7 kg): 250 blasts, and a 25 gallon reserve tank (95 liters, 207.5 lbs/93.3 kg): 125 blasts. If desired, the smaller tank can contain actual fire retardant chemical or foam. Which tank is accessed for firing is changed with a voice command or press of a three digit code on the gun. Sold with an extra pair of tanks, hose and water cannon. An external feed hose (30 feet/9.1 m, weighs 7 kg and has 3 M.D.C.) Is available for when there is a water source nearby, but it is large and bulky, so it is not usually carried into battle. Penalties: -1 attack per melee by one, reduce Spd by 10% and -2 on all combat bonuses. This is due not just to the weight, but the movement of the water, forcing the user to constantly exert effort to maintain balance. Note: Water cannon may be substituted with a rail gun in combat situations, or drilling and excavation equipment in rescue or recovery operations. 2. Forearm Mini-Laser (1): Concealed in the right arm is a pop-up mini-laser for cutting through locks and walls for entry and exit. When not needed it is concealed in the forearm. Primary Purpose: Cutting Tool. Secondary Purpose: Combat and Defense. Range: 1 to 200 feet (0.3 to 61 m). Mega-Damage: Four settings: 6D6 S.D.C., 2D4x10 S.D.C., 1D4 M.D. and 2D6 M.D. Rate of Fire: Each blast, regardless of damage setting, counts as one melee attack. Payload: Effectively unlimited; tied to power supply. 3. Optional: Silver-Plated Knuckle Spikes: Three or four silverplated knuckle spikes may be added. Add 1D4 M.D. to punch attacks, but does 3D6 Hit Point damage to vampires. 4. Optional: Side Arm: A handgun can be carried on the belt or in a holster attached to the arm or chest. 5. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage combat. Skills and bonuses depend on whether the character has Robot Combat Basic or Elite as found on pages 351 and 352 of Rifts® Ultimate Edition. Double damage from Leap Kick attacks. Damage as per Robotic P.S. of 30. Restrained Punch – 1D4 M.D. Normal Punch – 1D6 M.D. Power Punch – 2D6 M.D., but counts as two melee attacks. Kick – 2D4 M.D. Leap Kick (special) – 4D8 M.D., but counts as two melee attacks. 6. Special Features: In addition to the usual features common to power armor, the NG Firefighter also has the following. a) Thermal-Imager and Optics: A special optical heat sensor that allows the infrared radiation of warm objects to be converted into a visible image. Enables the pilot to see in the dark, in shadows, and through smoke. Also handy for seeing fire and heat sources behind walls or prisoners held by vampires or their henchmen waiting in ambush (vampires do not register on thermal imaging devices or optic systems). Range: 1,000 feet (305 m). b) Passive Nightvision Optics for night operations: Not useful in environments filled with fire as intense light causes the nightsight to go white and obscure the user’s vision. c) Running Lights: A line of tiny, colored LCD lights run down the sides of the arms, legs and water tanks so firefighters can identify fellow firefighters and see them in dark, smoke-filled environments. Can be deactivated from within the suit. d) Superior Heat Protection: Up to 900 centigrade (1,652 F). e) Independent Oygen Supply: Good for 18 hours. f) First Aid Kit: An advanced first aid kit with two RAU, RMK, and RSU robot medical systems as well as the usual items in a standard kit which is usually hooked to the left hip, and an insulated, fire-resistant box containing two portable oxygen masks (10 minute supply of air) hooked to the right hip. The mini-oxygen masks are for victims of smoke inhalation who need help breathing. g) Tool Kit: A utility belt containing a mini-tool kit, 8 miniflares and two small, green smoke grenades is standard gear. NG-X33 Forester Wilderness Scout Power Armor Whether you are a part of a military company, civilian lumber operation, or a Wildnerness Scout, huntsman, trapper, cartographer or explorer, there is a need for a suit of power armor that specializes in forest operations, pathfinding and trail blazing. Any power armor can stomp through a forest or jungle, but not many can make their way through stealthily, locate the best passages of travel, mark trails, and when necessary, cut and clear trails for others to follow. Those were the key points kept in mind by the NG design team led by James Unick, Rory Evavold, Brenda Hicks, and Alex K. Smith when they designed the Forester power armor. Based on the favorable response and growing buzz from explorers, professional trappers, big game hunters, lumber camps, Wilderness Scouts, and even adventurers and mercenaries, these designers did an excellent job. The Forester offers good armor protection, has fair speed and a few built-in weapons for hostile environments, but the purchaser must understand that this is not a combat power armor. Almost everything about the Forester has to do with woodland travel, pathfinding and cutting trails. Trail blazing. On the left arm is a high-powered Vibro-Chainsaw for marking and clearing trails. It can cut away thick underbrush, strip trees of branches, cut away large fallen branches and tree trunks, chop wood, build stockades and camouflaged blinds, and cut down small to medium-sized trees. The Vibro-Chainsaw is also used to mark trails, cut arrows and markings in tree trunks and rock to mark the way for others to follow, or to actually carve out a path through thick underbrush. Of course, the chainsaw doubles nicely as a wicked weapon in close combat. On the right forearm is a napalm flamethrower for burning out vegetation and making controlled brush fires. Fire is also good for chasing away most wild animals and for burning out the nests and lairs of monsters. In a Xiticix hive, it can be used to set entire hatcheries ablaze. The fuel tank is located on the back. Built into the left arm, above the wrist and below the chainsaw, is a square nozzle used for spraying invisible messages and markings with ultraviolet paint. The paint is invisible to normal vision, but clearly visible to those with ultraviolet optics and when exposed to “black light,” especially at night. This is ideal for leaving a (mostly) invisible trail that only comrades and teammates who know what to look for can follow. Of course, insects and creatures who can see in the ultraviolet spectrum of light can also see the UV markings and messages. But such markings will only have meaning to intelligent beings. Located in the two collars on both sides of the neck are containers that hold small, flat, electronic markers, ten in each compartment.
95 These small, green electronic markers are half the size of a credit card and three times as thick. Each has a wire clip on the back that can be hooked onto a branch or the underside of a large leaf, or can be slipped almost anywhere: under a fallen branch or log, behind a rock, etc., or just dropped on the ground. All are set to the same frequency and transmit a soft ping that gets louder as you get closer
96 and changes pitch when you are within two feet (0.6 m) of it, and louder still when you are right by it (useful in locating it). Go too far off the path and the pinging vanishes. Range of transmission is one mile (1.6 km) and lasts for 240 hours (10 days). Transmission is set on radio frequencies that are not likely to be used and heard by the enemy. Again, this is to mark an invisible trail except for those who know what to listen for. A dozen small smoke flares are a standard part of the Forester’s gear. They are designed to release a thin column of yellow, red or blue smoke (usually a mixture of colors) up into the air to mark locations. Each releases the thin column of smoke for 20 minutes, but a smoke trail usually lingers as a fading stripe in the sky for another 2D4 minutes after the flare stops releasing smoke (half that aftertime in winds greater than 8 mph/13 km). Smoke flares are carried in a strap that runs up and over the shoulder. Additional flares of any type, hand grenades and items may be carried in belt pouches and a backpack. Cameras built into the helmet and chest record the traveler’s journey, and their footage can be reviewed to identify landmarks and to retrace your path. For climbing, there is a grappling hook and line built in the underside of each forearm. Aim, fire and climb. Each has 50 feet (15.2 m) of cord. At the waist is a retractable climber’s loop belt – the kind that telephone pole lines-men and cable guys used in the 20th Century to shimmy up poles and hang there to work on the lines. In the case of the Forester, the strap is more likely to hold him in place suspended from a tall tree where he’s functioning as a lookout or sniper from an elevated position; a tree where just enough branches have been cut away to give him a clear view, but still keep himself concealed from the ground. The palm side of the hands and fingers have rubbery grips to make climbing and rappelling easier and fast. The feet are particularly unique. First, the soles have small, extendible cleats to give the armor-clad woodsman better traction in running and climbing. Second, each foot has six climbing spikes that flip down at a slight angle and lock in place for climbing trees and poles, and securing oneself in elevated locations. In both cases, when the spikes or cleats are not needed, they retract back into their housings. For built-in weapons and defenses, beyond the naplam flamethrower and chainsaw, the Forester has a pair of shoulder mounted mini-missile launchers and can carry an energy rifle and side arm into the field. There are a couple other peculiar items worth mentioning. One is a “peekaboo camera” in the right shoulder that can slowly unfold and extend outward on a small thin arm to look backward, behind the Forester. Every scout, hunter and explorer has experienced that moment when they are crouched and out of sight, hidden among the foliage, when they hear a twig snap or something move behind them. The motion of even slowly and quietly moving their head or body to look behind them is likely to startle and scare away wildlife. By the same token, if the sound comes from a predator or an enemy, turning to see what it is, and any noise or additional movement associated with that action, will alert the enemy(s) to his position and give them the drop on him. Likewise, an animal predator or monster may attack or charge. However, the “peekaboo camera” is so small and quiet as it unfolds, the creature or person will never hear or see it. Being small means it can peek under leaves and through a weave of vegetation to see. The tiny camera feeds live images to the HUD in the helmet, giving the pilot inside the Forester a clear view of what’s behind him without the need to move a muscle. Again, scouts and woodsmen know that if one remains perfectly still, an animal or enemy may walk within inches without ever noticing him and continue to move away without incident. Getting a live feed of their activity, movement and direction should indicate whether they are moving away or if they have spotted him and are moving to attack. Built on the top, back portion of the helmet is a flip-up laser that can fire behind him. This weapon is usually deployed in concert with the peekaboo camera. Using the same scenario as above, the operator inside the Forester knows that if he turns his whole body to fire a weapon, the predator or enemy is likely to be in a position to attack before he can get into firing position. However, the flipup head laser can slowly and quietly rise up into firing position (or quickly snap into position) and fire. Using the peekaboo camera and a second camera built into the flip-up laser, the power armor pilot can carefully move his head into a position that will hit its mark without giving away his position. This should give him first shot at the target behind him. The unexpected blast should draw first blood and catch the victim off-guard, giving the Forester the opportunity to quickly move a split-second after firing into a better fighting position or to make a hasty retreat before the enemy knows what’s going on. In combat, a split-second advantage can mean the difference between life and death. Moreover, if the threat is something minor or skittish, one blast may kill it or send it running away in the opposite direction not knowing exactly what just attacked it, but wanting to get away from it. While a weapon like this may not be desirable in straight-up combat, it is excellent for prowling through the wilderness. Of course, the Forester comes in a solid olive green color and a variety of camouflage colors and patterns; most them for forest environments. Forester Power Armor Model Type: NG-X33 Class: Wilderness Reconnaissance Power Armor. Crew: One. M.D.C. by Location: * Head – 80 * Flip-Up Head Laser – 12 * Shoulder Mini-Missile Launchers (2) – 20 each * Shoulder Gas Dispenser (1, left) – 20 * Shoulder Peekaboo Camera – 5 * Neck Collar Compartments (2) – 10 each Arms (2) – 60 each * Forearm Flamethrower (right) – 25 * Forearm Vibro-Chainsaw (left) – 45 Legs (2) – 110 each ** Main Body – 175 * A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike. Destroying the head/helmet eliminates all forms of optical and sensory enhancement, leaving the pilot to rely on his own human senses without any of the bonuses granted to him by the Robot Combat skill. If the helmet is destroyed underwater, the wearer suffers from exposure to deep sea pressure at depths greater than 220 feet (67 m), and takes 2D6 S.D.C./Hit Point damage per melee round and all bonuses are reduced by half. ** Depleting the M.D.C. of the main body will shut the armor down completely, making it useless. Speed: Running: 60 mph (96 km) maximum. However, in most woodland and jungle environments, running even at half that speed is not possible. Best speed running through a dense forest, thick with vegetation, is 15-20 mph (24 to 32 km). Such rapid movement from the power armor crashing through it will sound like an elephant charging through the underbrush and can be heard for at least one mile
97 (1.6 km), probably two or three (3.2 to 4.8 km). Moreover, reduce Perception Rolls, initiative and the Land Navigation skill by half. The act of running does tire out its operator, but at 10% of the usual fatigue rate. Leaping: The powerful robot legs can leap up to 15 feet (4.6 m) high and 20 feet (6.1 m) across; increase by 30% with a running start. Climbing: +5% bonus to the Climbing skill and can climb at a speed equal to the wearer’s own natural Spd attribute number. Cat-Like Landings from Heights: The Forester power armor can drop or leap down, to land without risk of damage, from heights as great as 60 feet (18.3 m). Drops from heights greater than 60 feet (18.3 m) up to 120 feet (36.6 m) are dangerous and not advised. The power armor is likely to take serious take damage from such leaps or drops. Roll 1D20 to determine the success of the landing. On a roll of 1-10 the suit hits the ground hard and takes life-threatening damage: 2D4x10 M.D. to the power armor, 6D6 S.D.C./Hit Point damage to the wearer inside the armor, and the operator is stunned for 1D4 melee rounds before he recovers from the fall and is able to take action again. On a roll of 11-20 the pilot takes minimal damage from the drop: 5D6 M.D. to the power armor and 2D6 S.D.C. to the pilot inside, and he loses only two melee actions before he is able to continue to move and take action without further delay. Drops from greater heights are not survivable. Flying: None. Water: The Forester is not designed for use in the water, but can swim at 20 mph (32 km or 17.3 knots) or walk along the bottom of a body of water at 10 mph (16 km or 8.6 knots). Maximum depth is 800 feet (244 m). The act of swimming or walking underwater does tire out its operator, but at 20% of the usual fatigue rate. Statistical Data: Height: Man-sized, 6-8 feet (1.8 to 2.4 m) depending on the individual. Width: 2-3 feet (0.6 to 0.9 m) depending on the individual. Length: 2-3 feet (0.6 to 0.9 m) depending on the individual. Weight: 372 lbs (167.4 kg). Physical Strength: Robot P.S. of 26. Cargo: None, though additional belts with pouches and holsters may be worn, and a backpack or satchel containing additional weapons, E-Clips, hand grenades and gear may be hand-carried. Power System: Nuclear with an average energy life of 12 years. Solid Oxide and electric battery versions are also available. Cost: 1.1 million credits nuclear, 780,000 Solid Oxide, 570,000 electric battery. Weapon Systems: 1. Shoulder Mini-Missiles: The Forester has two box launchers, one on each shoulder. They can be fired forward, at an angle or straight up. The mini-missiles give the Forester a bit of a punch and a weapon with good range. Reloading the missiles takes one melee round for each pair of missiles. Extra missiles can be carried in a backpack, satchel or hard-shell carrying case. Primary Purpose: Anti-Armor and Anti-Monster. Secondary Purpose: Anti-Aircraft and Defense. Range: One mile (1.6 km). Mega-Damage: Varies with missile type. High explosive and plasma are most common. Rate of Fire: One at a time or in volleys of two. Payload: 4 missiles total, two per shoulder launcher. 2. NG-F33 Double-Barrel Flamethrower: Mounted on the back of the power armor is the fuel tank for the flamethrower connected via a low profile hose along the back of the arm to the forearm mounting. The napalm fired from the flamethrower is primarily intended for burning out vegetation and for starting controlled “burns” to clear areas of forest and vegetation. The flamethrower is designed to be waterproof and comes with valves that automatically seal it off underwater, deactivating it and preventing water from contaminating the napalm reserve. Primary Purpose: Clearing Vegetation. Secondary Purpose: Assault and Defense. Range: 75 feet (23 m). Mega-Damage: 4D6 M.D. to the target and anyone within 4 feet (1.2 m) from a single blast, 1D4x10 M.D. from a dual blast. Those caught within reach of the flamethrower’s attack inside small, enclosed areas like bunkers, caves or non-sealed vehicles and without environmental gear or oxygen, must roll to save vs poison (smoke inhalation and lack of air) or be rendered unconscious for 1D4 melee rounds. Rate of Fire: Each single or simultaneous, dual fiery blast counts as one melee attack. Payload: 15 dual bursts or 30 single. The flamethrower can be refueled with military-grade napalm or use normal diesel/gasoline (reduces damage to 1D6 M.D. for the latter). 22 gallon (83 liter) fuel reserve. 3. Vibro-Chainsaw: Mounted on the power armor’s left forearm is a Vibro-Chainsaw that can slice easily through trees and undergrowth. Though designed for marking trails and clearing trails, the chainsaw can be very formidable in hand to hand combat. When not in use, the tool folds into a shielded housing. Primary Purpose: Clearing Vegetation and Cutting Trails. Secondary Purpose: Assault and Defense. Range: Melee combat. When activated, the entire housing can slide forward to reach two feet (0.6 m) beyond the hand. Mega-Damage: 4D6 M.D. per slashing attack. Power Strike (pressing it hard against the target): 1D4x10 M.D., but counts as two melee attacks. Rate of Fire: Each cutting action/attack counts as one melee attack. Roll to strike as usual. Payload: Effectively unlimited. 4. Shoulder Gas Dispenser Cannister: The container on the left shoulder next to the shoulder launcher is a gas dispenser. When the gas is released, it creates a cloud in a 10 foot (3 m) radius around the Forester. The dispenser can be loaded with insect repellent, smoke, tear gas or Hex gas, especially if going into an environment where monsters and supernatural beings might be encountered. It is best to release the gas cloud when the power armor is going to stay within its zone of cover or safety, or to gas a particular chamber or area and move on. Primary Purpose: Anti-Monsters and Animals. Secondary Purpose: Cover or Assault. Range: Immediate 10 foot (3 m) radius around the power armor. Mega-Damage: Varies. See Hex grenade for the effects of this toxic gas (below), smoke grenades for the release of smoke (provides cover, keeps away insects), or tear gas grenade for their respective effects and damage. Insect repellent keeps insects away from the cloud and surround 30 foot radius (9.1 m) for 2D4 minutes after the cloud dissipates. The gas cloud lasts for 1D4+3 minutes; half in winds greater than 10 mph (16 km). Rate of Fire: Each release of gas counts as one melee attack. Payload: Four clouds total can be released. Usually the same gas or two different ones. Hex Grenade Description: The so-called “Hex” grenade contains a pre-Rifts chemical weapon rediscovered by the Coalition States and whose secrets have been recently shared with Northern Gun. It unleashes a smoke cloud that consists of hexachloroethane, grained aluminum and zinc oxides, producing a zinc chloride-oxychloride and hydrochloric acid emission that absorbs the moisture in
98 the air in a 20 foot (6.1 m) radius. The chemical toxicity is created by the strong hydrochloric acid and thermal effect reacting from the zinc chloride and water. Duration of Hex Grenade Effects: The cloud lasts for 1D4+3 melee rounds (half that in a strong wind), but the full penalties for the initial effects last for 1D6+2 minutes after exposure to the toxic cloud. After that initial period, reduce the penalties by half for an additional 2D4x10 minutes for mortal beings. The latter is not applicable to supernatural beings and creatures of magic; see below. (Note: In the real world, victims suffer from symptoms for 12-48 hours, can develop lasting respiratory problems, delayed pulmonary edema and cyanosis, and in some cases, death. Most people require several hours to a few days to recover. Respirators are required as proper treatment for people coming into contact with hydrochloric acid smoke.) Damage from Hex Grenades: When inhaled by humans, D-Bees and animals (including monstrous ones), the chemical cloud affects breathing and respiration, and can cause lesions in the upper passageways and lower airways to cause dyspnea and retrosternal pain (labored breathing and pain behind the breast bone associated with heart and lung disease). Victims cannot catch their breath, breathing is labored, they are struck with bouts of severe coughing, and the throat is so immediately and severely irritated that the voice becomes hoarse and raspy, making it difficult to talk. Hex Effects as Penalties: -2 melee attacks, -6 on Perception Rolls, -4 on initiative, -2 to strike, parry, dodge and disarm, reduce Spd by half, and -20% on skill performance. Against mortal ‘Mega-Damage’ creatures, including Xiticix, dinosaurs, and most animals and mortal monsters, the toxic cloud has the same effects as above, except all of the initial penalties are half. Duration of the initial effects is the same, but the lingering penalties are reduced by half, again, and last only 3D6 minutes. Against dragons, creatures of magic, some demons and many supernatural beings (including demigods, godlings and Daemonix), the toxic cloud has the same effect, except reduce all of the initial penalties and duration by half. After the initial penalties end, there are no lingering effects. The monster is back up to full speed and ability unless exposed to the acidic smoke again. A note on supernatural beings and creatures of magic who suffer full penalties: Those beings with keen olfactory senses, including Loup Garou, Wendigo, Werebeasts and others, suffer the full penalties for the full duration of the initial effects. The lingering effects see penalties reduced by half and last only 1D6 minutes. A note on beings completely immune to the effects: The toxin has no effect on animated dead, the undead, Elementals, and beings resistant or impervious to sulfur and other toxic gases, nor those beings who can breathe fire. Of course, the toxic smoke has no effect on people inside environmental armor or inside a sealed, environmental system/vehicle/robot or power armor. Saving Throw: 16 or higher vs non-lethal toxin. Area of Effect: 20 foot (6.1 m) radius for the Hex smoke cloud. EVERYONE caught inside the cloud must roll to save. A successful save means half the penalties for 1D4 melee rounds with no lingering effects. Cost for One Hex Cloud Spray: 2,000 credits per each cloud. Cost for Hex Grenades: 2,500 credits each. 5. Flip-Up Head Laser (Behind Head): Mounted in the back of the head is a flip-up laser for shooting at targets behind the power armor. The laser has a 45 degree up and down arc of fire behind the power armor (cannot point forward), but the entire head must turn from side to side to help aim at specific targets. The head can also tilt up or down to provide a wider up and down arc of fire. A camera with crosshairs is located at the base of the laser to help see what is behind the Forester and with aiming and targeting. Primary Purpose: Anti-Personnel. Secondary Purpose: Defense. Range: 1,600 feet (488 m). Mega-Damage: 3D6 M.D. per single shot. Rate of Fire: Each blast counts as one melee attack/action. Payload: Effectively unlimited for nuclear and Solid Oxide models, 65 blasts for electric battery. Has an E-Clip port in the back of the helmet as a backup system for the electric models: 15 shots for a standard E-Clip. 6. Smoke Flares: Twelve smoke flares are carried on a bandoleer strapped across the left side of the armor. They are designed to release a thin column of yellow, red or blue smoke (usually a mixture of colors are carried and each color may have a specific meaning) up into the air to mark locations. The thin column of smoke is released in a slow, steady stream for 20 minutes, but a smoke trail usually lingers as a fading stripe in the sky for another 2D4 minutes after the flare stops releasing smoke (half that after-time in winds greater than 8 mph/13 km). Additional smoke flares of any type may be carried in belt pouches and a backpack. Primary Purpose: Marking a Trail. Secondary Purpose: Signal. Range: A thin column of smoke 1-2 feet (0.3 to 0.6 m) in diameter rises 400 feet (122 m) into the air (the width of the smoke in the column expands the higher it goes). Lasts for 20 minutes +2D4 additional minutes as the smoke trail fades and dissipates. Mega-Damage: None. The smoke is used for marking a trail or location, or signaling teammates. Different colors may be designated to be a warning or a signal to attack/come to that location, and so on. Rate of Fire: The use of each flare counts as one melee action. Payload: 12 come standard with the purchase of the power armor. Additional ones can be purchased at a cost of 80 credits each. 7. Handheld Weapons: A handheld NG side arm (energy pistol) and NG laser or ion rifle are a standard part of the Forester’s gear. Additional or alternative weapons and side arms such as a Vibro-Blade, Neural Mace, shotgun, or backup weapon may be carried by the wearer of the power armor. Likewise, additional smoke flares, hand grenades and other weapons and equipment may be carried on one or two belts around the waist, or in a carrying bag or backpack. Rifles with a strap can be slung over the shoulder. 8. Hand to Hand Combat: Rather than use a weapon, the pilot can engage in Mega-Damage hand to hand combat. See Basic or Elite Ground-Based Power Armor Training on page 351 or 352 of Rifts® Ultimate Edition. Damage is based on the Robotic P.S. of 26. Restrained Punch – 1D4 M.D. Full Strength Punch – 1D6 M.D. Power Punch – 2D6 M.D., but counts as two melee attacks. Kick – 2D4 M.D. (+1 M.D. with cleats extended, +1D4 M.D. with climbing spikes extended). Leap Kick – 2D8 M.D. (+2 M.D. with cleats extended, +1D4+2 M.D. with climbing spikes extended), but counts as two melee attacks. 9. Sensor Systems and Features of Note: All the features common to power armor, plus the following. a) Black Light: The panel on the back of the right hand is a black light used to reveal UV markings and messages to others. Close range (3 feet/0.9 m).
99 b) Climbing Spikes and Cleats: The bottoms of the power armor’s feet have extendible and retractable cleats and climbing spikes. Also see climbing notes in the stats block. c) Electronic Markers: Comes standard with 20 (10 in each compartment) electronic markers. Each is a small, green device that resembles a half-sized credit card and three times as thick. Each has a wire clip on one side that can be hooked onto a branch or the underside of a large leaf, or placed just about anywhere unseen, even if it is just dropped on the ground. Teammates can follow the ping set to a predetermined frequency to follow the trail. Range of transmission is one mile (1.6 km) and lasts for 240 hours (10 days). Transmission is set on radio frequencies that are not likely to be used and heard by the enemy. They are used to mark an invisible trail except for those who know what to listen for. Replacement e-markers cost 200 credits each. d) Hand Lights: The two small nodes on the left hand are a pair of LED lights used like a small flashlight (40 foot/12.2 m range, but best at close range). e) Helmet Cameras: Two simple dashboard-style digital cameras are located on both sides of the head at the temples. Two others are built into the top of the left hand, but they are activated only upon command. All are basic cameras that see and record whatever the power armor pilot sees. The cameras have no special features beyond the ability to tape 96 hours of video and take 8,000 still photos. Also see the peekaboo camera. f) Helmet Light: Located in the forehead of the armor is a head lamp that functions like a miner’s helmet light or flashlight. It points wherever the wearer of the suit looks and has a range of 100 feet (30.5 m). g) Helmet Multi-Optics System: The Forester’s helmet contains a wide range of optical enhancements: Passive nightvision (light amplification; range 1,600 feet/488 m), infrared optics (can see in total darkness and through smoke, however, an infrared light beam is emitted which can be seen by others with the ability to see the infrared; range 1,600 feet/488 m), ultraviolet vision (can see the ultraviolet light used by some security systems; 400 foot/122 m range), binocular telescopic sight (2 miles/3.2 km range), macro-magnification (x12 for close work), and built-in digital camera that can store 100 hours of video and take 4,000 still pictures; camera has the same telescopic and macro features for distance and close images). All are perfect for spy work and surveillance. h) Peekaboo Camera: A “peekaboo camera” can unfold from the right shoulder to look over it to see what is happening behind the wearer of the Forester, without him having to move and physically turn. This can be very helpful when hiding amongst vegetation and hunting. Being so small and quiet, the peekaboo camera can peer under leaves and through a weave of vegetation to see and transmit live images to the HUD in the pilot’s helmet. Note: For a complete description of how this mini-spy camera can cover one’s back, see the description in the opening text, above. i) Ultraviolet Paint Sprayer: The UV paint is used to mark trails visible only to those with black light or ultraviolet optics/vision. This can be arrows, symbols, numbers/coordinates or actual words. Sprayer range is two feet (0.6 m). The UV paint spray is located in the left forearm and has the same amount of paint as a typical 12 ounce can of store-bought spray paint. Replacement paint costs 20 credits per refill canister. NG-EX10 Gladius Light Exo-Skeleton Battle Armor The Gladius was one of Northern Gun’s first attempts at expanding its power armor product line and making man-sized suits. As such, it was given a helmet and appearance reminiscent of the popular Samson, but had bare-bones robotic augmentation. Despite this, the Gladius proved to be extremely popular with excellent sales. Compared to current power armor, the Gladius is a dinosaur, yet it remains quite popular and is still manufactured without change or upgrade. The Gladius Light cannot have any weapons built into the armor that draw power from the suit because it drains the battery in minutes. It cannot fly and it cannot outrun most vehicles, but it does enhance the wearer’s speed and strength, and provides much more protection than a non-powered suit of conventional body armor. The main selling points are the armor’s incredibly low price tag of 150,000 credits, reliability and good armor protection. For ad-